RedM Natives

_NETWORK_REQUEST_GANG_JOIN

Returns true if join succeeded, false if failed.

Hash0xC0474C8BCF6787AD
Runtime nameNetworkRequestGangJoin
NamespaceGANG
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_REQUEST_GANG_JOIN(Any gangId);

Parameters

NameTypeDescription
gangIdAny—

Returns BOOL

Description

Returns true if join succeeded, false if failed.

Usage

Lua
local retval = NetworkRequestGangJoin(gangId)

-- always works, by hash
local retval = Citizen.InvokeNative(0xC0474C8BCF6787AD, gangId, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NetworkRequestGangJoin(gangId);

// by hash
const retval = Citizen.invokeNative('0xC0474C8BCF6787AD', gangId, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xC0474C8BCF6787AD, gangId);
  • 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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