RedM Natives

_0xF23A6D6C11D8EC15

Hash0xF23A6D6C11D8EC15
Runtime nameN_0xf23a6d6c11d8ec15
NamespaceNETWORK
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0xF23A6D6C11D8EC15(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns BOOL

Usage

Lua
local retval, gamerHandle = N_0xf23a6d6c11d8ec15(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xF23A6D6C11D8EC15, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = N_0xf23a6d6c11d8ec15(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xF23A6D6C11D8EC15', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
C#
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF23A6D6C11D8EC15, gamerHandle);
// gamerHandle.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_0xf23a6d6c11d8ec15 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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