RedM Natives

_0x5759160AC17C13CE

Hash0x5759160AC17C13CE
Runtime nameN_0x5759160ac17c13ce
NamespaceNETWORK
SideClient
NameHash only
Docs
Since build1207

Signature

void _0x5759160AC17C13CE(Any* gamerHandle, const char* message);

Parameters

NameTypeDescription
gamerHandleAny*—
messageconst char*—

Returns void

Usage

Lua
local gamerHandle = N_0x5759160ac17c13ce(message)

-- always works, by hash
local gamerHandle = Citizen.InvokeNative(0x5759160AC17C13CE, Citizen.PointerValueInt(), message)
JavaScript and C#
JavaScript
const gamerHandle = N_0x5759160ac17c13ce(message);

// by hash
const gamerHandle = Citizen.invokeNative('0x5759160AC17C13CE', Citizen.pointerValueInt(), message);
C#
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x5759160AC17C13CE, gamerHandle, message);
// gamerHandle.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • 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_0x5759160ac17c13ce (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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