RedM Natives

_REFILL_AMMO_IN_CLIP

Hash0xDF4A3404D022ADDE
Runtime nameRefillAmmoInClip
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Any _REFILL_AMMO_IN_CLIP(Ped ped, Any* clipInventoryUid, int p2);

Parameters

NameTypeDescription
pedPed—
clipInventoryUidAny*—
p2int—

Returns Any

Usage

Lua
local retval, clipInventoryUid = RefillAmmoInClip(ped, p2)

-- always works, by hash
local retval, clipInventoryUid = Citizen.InvokeNative(0xDF4A3404D022ADDE, ped, Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, clipInventoryUid] = RefillAmmoInClip(ped, p2);

// by hash
const [retval, clipInventoryUid] = Citizen.invokeNative('0xDF4A3404D022ADDE', ped, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
var clipInventoryUid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xDF4A3404D022ADDE, ped, clipInventoryUid, p2);
// clipInventoryUid.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.

See also

Sources

alloc8or RDR3 NativeDB

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