RedM Natives

DOES_PLAYER_EXIST

Returns whether or not the player exists

Hash0x12038599
Runtime nameDoesPlayerExist
NamespaceCFX
SideServer
NameOfficial
Docs

Signature

BOOL DOES_PLAYER_EXIST(char* playerSrc);

Parameters

NameTypeDescription
playerSrcchar*—

Returns BOOL — True if the player exists, false otherwise

Description

Cfx.re native reference

Returns whether or not the player exists

Usage

Lua
local retval = DoesPlayerExist(playerSrc)

-- always works, by hash
local retval = Citizen.InvokeNative(0x12038599, playerSrc, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = DoesPlayerExist(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x12038599', playerSrc, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x12038599, playerSrc);

Examples

LUA · Cfx.re native reference
local deferralMessages = { "Isn't this just magical!", "We can defer all day!", "You'll get in eventually", "You're totally not going to sit here forever", "The Fruit Tree is a lie" }
AddEventHandler("playerConnecting", function(name, setKickReason, deferrals)
    local source = source
    deferrals.defer()

    Wait(0)


    local messageIndex = 0

    repeat
        Wait(2000)
        if messageIndex >= #deferralMessages then
            deferrals.done()
        else
            messageIndex = messageIndex + 1
        end
        deferrals.update(deferralMessages[messageIndex])
    until not DoesPlayerExist(source)
end)

Sources

Cfx.re native reference

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