# NETWORK::_0x5759160AC17C13CE

- **Hash:** `0x5759160AC17C13CE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5759160ac17c13ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5759160AC17C13CE

## Signature

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

## Parameters

- `gamerHandle` (`Any*`)
- `message` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = N_0x5759160ac17c13ce(message)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0x5759160AC17C13CE, Citizen.PointerValueInt(), message)
```

### JavaScript

```js
const gamerHandle = N_0x5759160ac17c13ce(message);

// by hash
const gamerHandle = Citizen.invokeNative('0x5759160AC17C13CE', Citizen.pointerValueInt(), message);
```

### C#

```csharp
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.*
