# ANTICHEAT::_REPORT_PLAYER_BAD_SPORT_BEHAVIOR

- **Hash:** `0xC31C44C43B48FDE3`
- **Namespace:** ANTICHEAT
- **Runtime name (Lua/JS):** `ReportPlayerBadSportBehavior`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANTICHEAT/_REPORT_PLAYER_BAD_SPORT_BEHAVIOR

## Signature

```c
void _REPORT_PLAYER_BAD_SPORT_BEHAVIOR(Any* gamerHandle, int badSportBehaviorType);
```

## Parameters

- `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

### Lua

```lua
local gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0xC31C44C43B48FDE3, Citizen.PointerValueInt(), badSportBehaviorType)
```

### JavaScript

```js
const gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType);

// by hash
const gamerHandle = Citizen.invokeNative('0xC31C44C43B48FDE3', Citizen.pointerValueInt(), badSportBehaviorType);
```

### C#

```csharp
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.*
