NETWORK_ARE_HANDLES_THE_SAME
Hash
0x57DBA049E110F217Runtime name
NetworkAreHandlesTheSameNamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0x57DBA049E110F217Signature
BOOL NETWORK_ARE_HANDLES_THE_SAME(Any* gamerHandle1, Any* gamerHandle2);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle1 | Any* | — |
gamerHandle2 | Any* | — |
Returns BOOL
Usage
local retval, gamerHandle1, gamerHandle2 = NetworkAreHandlesTheSame()
-- always works, by hash
local retval, gamerHandle1, gamerHandle2 = Citizen.InvokeNative(0x57DBA049E110F217, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle1, gamerHandle2] = NetworkAreHandlesTheSame();
// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x57DBA049E110F217', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());var gamerHandle1 = new OutputArgument();
var gamerHandle2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x57DBA049E110F217, gamerHandle1, gamerHandle2);
// gamerHandle1.GetResult<int>()
// gamerHandle2.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
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