_REPORT_PLAYER_BAD_SPORT_BEHAVIOR
nullsub, doesn't do anything however it is being used in tty scripts: [NET_BAD_SPORT_REPORT_PLAYER] Detected bad sport behavior from Player
Hash
0xC31C44C43B48FDE3Runtime name
ReportPlayerBadSportBehaviorNamespaceANTICHEAT
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _REPORT_PLAYER_BAD_SPORT_BEHAVIOR(Any* gamerHandle, int badSportBehaviorType);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
badSportBehaviorType | int | — |
Returns void
Description
nullsub, doesn't do anything
however it is being used in tty scripts: [NET_BAD_SPORT_REPORT_PLAYER] Detected bad sport behavior from Player
badSportBehavior: BS_QUITTER = 0, BS_VEHICLE_DESTRUCTION = 1, BS_VOTED_OUT = 2
Usage
local gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType)
-- always works, by hash
local gamerHandle = Citizen.InvokeNative(0xC31C44C43B48FDE3, Citizen.PointerValueInt(), badSportBehaviorType)JavaScript and C#
const gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType);
// by hash
const gamerHandle = Citizen.invokeNative('0xC31C44C43B48FDE3', Citizen.pointerValueInt(), badSportBehaviorType);var gamerHandle = new OutputArgument();
Function.Call((Hash)0xC31C44C43B48FDE3, gamerHandle, badSportBehaviorType);
// gamerHandle.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
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