RedM Natives

NETWORK_CLAN_PLAYER_GET_DESC

Hash0xEEE6EACBE8874FBA
Runtime nameNetworkClanPlayerGetDesc
NamespaceCREW
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0xEEE6EACBE8874FBA

Signature

BOOL NETWORK_CLAN_PLAYER_GET_DESC(Any* clanDesc, int bufferSize, Any* gamerHandle);

Parameters

NameTypeDescription
clanDescAny*—
bufferSizeint—
gamerHandleAny*—

Returns BOOL

Usage

Lua
local retval, clanDesc, gamerHandle = NetworkClanPlayerGetDesc(bufferSize)

-- always works, by hash
local retval, clanDesc, gamerHandle = Citizen.InvokeNative(0xEEE6EACBE8874FBA, Citizen.PointerValueInt(), bufferSize, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, clanDesc, gamerHandle] = NetworkClanPlayerGetDesc(bufferSize);

// by hash
const [retval, clanDesc, gamerHandle] = Citizen.invokeNative('0xEEE6EACBE8874FBA', Citizen.pointerValueInt(), bufferSize, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
var clanDesc = new OutputArgument();
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xEEE6EACBE8874FBA, clanDesc, bufferSize, gamerHandle);
// clanDesc.GetResult<int>()
// 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.

Sources

alloc8or RDR3 NativeDB

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