# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_NEW

- **Hash:** `0xC080FF658B2E41DA`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataNew`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_GET_PRIMARY_CLAN_DATA_NEW

## Signature

```c
BOOL NETWORK_GET_PRIMARY_CLAN_DATA_NEW(Any* p0, Any* p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = NetworkGetPrimaryClanDataNew()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xC080FF658B2E41DA, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = NetworkGetPrimaryClanDataNew();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xC080FF658B2E41DA', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xC080FF658B2E41DA, p0, p1);
// p0.GetResult<int>()
// p1.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.*
