RedM Natives

_NETWORK_GET_GANG_LEADER_HANDLE

Hash0xCE88A261DCBBA0D9
Runtime nameNetworkGetGangLeaderHandle
NamespaceGANG
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_GET_GANG_LEADER_HANDLE(Any gangId, Any* gamerHandle);

Parameters

NameTypeDescription
gangIdAny—
gamerHandleAny*—

Returns BOOL

Usage

Lua
local retval, gamerHandle = NetworkGetGangLeaderHandle(gangId, gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE88A261DCBBA0D9, gangId, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkGetGangLeaderHandle(gangId, gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE88A261DCBBA0D9', gangId, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
C#
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCE88A261DCBBA0D9, gangId, 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.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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