RedM Natives

_NETWORK_GET_GANG_MEMBERS

Hash0xD1BF325C8252A982
Runtime nameNetworkGetGangMembers
NamespaceGANG
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _NETWORK_GET_GANG_MEMBERS(Any gangId, Any* memberHandles);

Parameters

NameTypeDescription
gangIdAny—
memberHandlesAny*—

Returns int

Usage

Lua
local retval, memberHandles = NetworkGetGangMembers(gangId, memberHandles)

-- always works, by hash
local retval, memberHandles = Citizen.InvokeNative(0xD1BF325C8252A982, gangId, Citizen.PointerValueIntInitialized(memberHandles), Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, memberHandles] = NetworkGetGangMembers(gangId, memberHandles);

// by hash
const [retval, memberHandles] = Citizen.invokeNative('0xD1BF325C8252A982', gangId, Citizen.pointerValueIntInitialized(memberHandles), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
var memberHandles = new OutputArgument();
int retval = Function.Call<int>((Hash)0xD1BF325C8252A982, gangId, memberHandles);
// memberHandles.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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.