RedM Natives

NETWORK_ACCESS_TUNABLE_INT

Hash0x8BE1146DFD5D4468
Runtime nameNetworkAccessTunableInt
NamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0x8BE1146DFD5D4468

Signature

BOOL NETWORK_ACCESS_TUNABLE_INT(Hash tunableContext, Hash tunableName, int* value);

Parameters

NameTypeDescription
tunableContextHash—
tunableNameHash—
valueint*—

Returns BOOL

Usage

Lua
local retval, value = NetworkAccessTunableInt(tunableContext, tunableName, value)

-- always works, by hash
local retval, value = Citizen.InvokeNative(0x8BE1146DFD5D4468, tunableContext, tunableName, Citizen.PointerValueIntInitialized(value), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, value] = NetworkAccessTunableInt(tunableContext, tunableName, value);

// by hash
const [retval, value] = Citizen.invokeNative('0x8BE1146DFD5D4468', tunableContext, tunableName, Citizen.pointerValueIntInitialized(value), Citizen.returnResultAnyway());
C#
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8BE1146DFD5D4468, tunableContext, tunableName, value);
// value.GetResult<int>()
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

Sources

alloc8or RDR3 NativeDB

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