_NETWORK_GET_GANG_LEADER_HANDLE
Hash
0xCE88A261DCBBA0D9Runtime name
NetworkGetGangLeaderHandleNamespaceGANG
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_GET_GANG_LEADER_HANDLE(Any gangId, Any* gamerHandle);Parameters
| Name | Type | Description |
|---|---|---|
gangId | Any | — |
gamerHandle | Any* | — |
Returns BOOL
Usage
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#
const [retval, gamerHandle] = NetworkGetGangLeaderHandle(gangId, gamerHandle);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE88A261DCBBA0D9', gangId, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());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
InvokeNativewith the hash — it always works.
Sources
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