NETWORK_CLAN_PLAYER_GET_DESC
Hash
0xEEE6EACBE8874FBARuntime name
NetworkClanPlayerGetDescNamespaceCREW
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0xEEE6EACBE8874FBASignature
BOOL NETWORK_CLAN_PLAYER_GET_DESC(Any* clanDesc, int bufferSize, Any* gamerHandle);Parameters
| Name | Type | Description |
|---|---|---|
clanDesc | Any* | — |
bufferSize | int | — |
gamerHandle | Any* | — |
Returns BOOL
Usage
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#
const [retval, clanDesc, gamerHandle] = NetworkClanPlayerGetDesc(bufferSize);
// by hash
const [retval, clanDesc, gamerHandle] = Citizen.invokeNative('0xEEE6EACBE8874FBA', Citizen.pointerValueInt(), bufferSize, Citizen.pointerValueInt(), Citizen.returnResultAnyway());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
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