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.
Signature
Player GET_PLAYER_FROM_SERVER_ID(int serverId);Parameters
| Name | Type | Description |
|---|---|---|
serverId | int | The player's server ID. |
Returns Player — A valid Player ID if one is found, `-1` if not.
Description
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
local retval = GetPlayerFromServerId(serverId)
-- always works, by hash
local retval = Citizen.InvokeNative(0x344ea166, serverId, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetPlayerFromServerId(serverId);
// by hash
const retval = Citizen.invokeNative('0x344ea166', serverId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x344ea166, serverId);Examples
--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.
endSources
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