RedM Natives

GET_PLAYER_FROM_SERVER_ID

Gets a local client's Player ID from its server ID counterpart, assuming the passed serverId exists on the client.

Hash0x344EA166
Runtime nameGetPlayerFromServerId
NamespaceCFX
SideClient
NameOfficial
Docs

Signature

Player GET_PLAYER_FROM_SERVER_ID(int serverId);

Parameters

NameTypeDescription
serverIdint

The player's server ID.

Returns Player — A valid Player ID if one is found, `-1` if not.

Description

Cfx.re native reference

Gets a local client's Player ID from its server ID counterpart, assuming the passed serverId exists on the client.

If no matching client is found, or an invalid value is passed over as the serverId native's parameter, the native result will be -1.

It's worth noting that this native method can only retrieve information about clients that are culled to the connected client.

Usage

Lua
local retval = GetPlayerFromServerId(serverId)

-- always works, by hash
local retval = Citizen.InvokeNative(0x344ea166, serverId, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetPlayerFromServerId(serverId);

// by hash
const retval = Citizen.invokeNative('0x344ea166', serverId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x344ea166, serverId);

Examples

LUA · Cfx.re native reference
--We will assume the serverId is '4' in this scenario and that it's a valid serverId.

-- Passing invalid Player IDs such as 'nil' or IDs that don't exist will result in playerId being -1.

local playerId = GetPlayerFromServerId(serverId);

-- If the resulting playerId is not invalid (not equal to -1)
if playerId ~= -1 then
    -- Do our stuff on this player.
end

Sources

Cfx.re native reference

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