# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_START

- **Hash:** `0xCE86D8191B762107`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataStart`
- **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_START

## Signature

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

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

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

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xCE86D8191B762107, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const [retval, p0] = Citizen.invokeNative('0xCE86D8191B762107', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCE86D8191B762107, p0, p1);
// p0.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.*
