RedM Natives

_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

Hash0xC31C44C43B48FDE3
Runtime nameReportPlayerBadSportBehavior
NamespaceANTICHEAT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _REPORT_PLAYER_BAD_SPORT_BEHAVIOR(Any* gamerHandle, int badSportBehaviorType);

Parameters

NameTypeDescription
gamerHandleAny*—
badSportBehaviorTypeint—

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

Lua
local gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType)

-- always works, by hash
local gamerHandle = Citizen.InvokeNative(0xC31C44C43B48FDE3, Citizen.PointerValueInt(), badSportBehaviorType)
JavaScript and C#
JavaScript
const gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType);

// by hash
const gamerHandle = Citizen.invokeNative('0xC31C44C43B48FDE3', Citizen.pointerValueInt(), badSportBehaviorType);
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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