RedM Natives

_0x236321F1178A5446

_NETWORK_GET_A* - _NETWORK_GET_D*

Hash0x236321F1178A5446
Runtime nameN_0x236321f1178a5446
NamespaceNETWORK
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0x236321F1178A5446(Player player, Ped ped, Any* p2);

Parameters

NameTypeDescription
playerPlayer—
pedPed—
p2Any*—

Returns BOOL

Description

_NETWORK_GET_A* - _NETWORK_GET_D*

Usage

Lua
local retval, p2 = N_0x236321f1178a5446(player, ped, p2)

-- always works, by hash
local retval, p2 = Citizen.InvokeNative(0x236321F1178A5446, player, ped, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, p2] = N_0x236321f1178a5446(player, ped, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x236321F1178A5446', player, ped, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
C#
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x236321F1178A5446, player, ped, p2);
// p2.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.
  • This native has no known name, so the runtime exposes it only as N_0x236321f1178a5446 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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