_NETWORK_REQUEST_GANG_JOIN
Returns true if join succeeded, false if failed.
Hash
0xC0474C8BCF6787ADRuntime name
NetworkRequestGangJoinNamespaceGANG
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_REQUEST_GANG_JOIN(Any gangId);Parameters
| Name | Type | Description |
|---|---|---|
gangId | Any | — |
Returns BOOL
Description
Returns true if join succeeded, false if failed.
Usage
local retval = NetworkRequestGangJoin(gangId)
-- always works, by hash
local retval = Citizen.InvokeNative(0xC0474C8BCF6787AD, gangId, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = NetworkRequestGangJoin(gangId);
// by hash
const retval = Citizen.invokeNative('0xC0474C8BCF6787AD', gangId, Citizen.returnResultAnyway());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
InvokeNativewith the hash — it always works.
Sources
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