# CREW::NETWORK_CLAN_PLAYER_GET_DESC

- **Hash:** `0xEEE6EACBE8874FBA`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanPlayerGetDesc`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_PLAYER_GET_DESC

## Signature

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

## Parameters

- `clanDesc` (`Any*`)
- `bufferSize` (`int`)
- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, clanDesc, gamerHandle = NetworkClanPlayerGetDesc(bufferSize)

-- always available, by hash
local retval, clanDesc, gamerHandle = Citizen.InvokeNative(0xEEE6EACBE8874FBA, Citizen.PointerValueInt(), bufferSize, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, clanDesc, gamerHandle] = NetworkClanPlayerGetDesc(bufferSize);

// by hash
const [retval, clanDesc, gamerHandle] = Citizen.invokeNative('0xEEE6EACBE8874FBA', Citizen.pointerValueInt(), bufferSize, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
