{"hash":"0x5759160AC17C13CE","ns":"NETWORK","name":"_0x5759160AC17C13CE","slug":"0x5759160AC17C13CE","official":false,"named":false,"luaName":"N_0x5759160ac17c13ce","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"gamerHandle","type":"Any*"},{"name":"message","type":"const char*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":0,"url":"https://natives.borderlinerp.com/natives/NETWORK/0x5759160AC17C13CE","markdownUrl":"https://natives.borderlinerp.com/natives/NETWORK/0x5759160AC17C13CE.md","snippets":{"lua":"local gamerHandle = N_0x5759160ac17c13ce(message)","luaInvoke":"local gamerHandle = Citizen.InvokeNative(0x5759160AC17C13CE, Citizen.PointerValueInt(), message)","js":"const gamerHandle = N_0x5759160ac17c13ce(message);","jsInvoke":"const gamerHandle = Citizen.invokeNative('0x5759160AC17C13CE', Citizen.pointerValueInt(), message);","csharp":"var gamerHandle = new OutputArgument();\nFunction.Call((Hash)0x5759160AC17C13CE, gamerHandle, message);\n// gamerHandle.GetResult<int>()","notes":["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."]}}