RedM Natives

_0x422179C7F6AD9304

Hash0x422179C7F6AD9304
Runtime nameN_0x422179c7f6ad9304
NamespaceDATABINDING
SideClient
NameHash only
Docs
Since build1207

Signature

void _0x422179C7F6AD9304(Any p0, Any* gamerHandle);

Parameters

NameTypeDescription
p0Any—
gamerHandleAny*—

Returns void

Usage

Lua
local gamerHandle = N_0x422179c7f6ad9304(p0, gamerHandle)

-- always works, by hash
local gamerHandle = Citizen.InvokeNative(0x422179C7F6AD9304, p0, Citizen.PointerValueIntInitialized(gamerHandle))
JavaScript and C#
JavaScript
const gamerHandle = N_0x422179c7f6ad9304(p0, gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0x422179C7F6AD9304', p0, Citizen.pointerValueIntInitialized(gamerHandle));
C#
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x422179C7F6AD9304, p0, gamerHandle);
// gamerHandle.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • This native has no known name, so the runtime exposes it only as N_0x422179c7f6ad9304 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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