# NETWORK::NETWORK_ADD_FRIEND

- **Hash:** `0x8E02D73914064223`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAddFriend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ADD_FRIEND

## Signature

```c
BOOL NETWORK_ADD_FRIEND(Any* gamerHandle, const char* message);
```

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkAddFriend(message)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x8E02D73914064223, Citizen.PointerValueInt(), message, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkAddFriend(message);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x8E02D73914064223', Citizen.pointerValueInt(), message, Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8E02D73914064223, 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.

*Sources: alloc8or RDR3 NativeDB.*
