# NETWORK::NETWORK_ARE_HANDLES_THE_SAME

- **Hash:** `0x57DBA049E110F217`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAreHandlesTheSame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ARE_HANDLES_THE_SAME

## Signature

```c
BOOL NETWORK_ARE_HANDLES_THE_SAME(Any* gamerHandle1, Any* gamerHandle2);
```

## Parameters

- `gamerHandle1` (`Any*`)
- `gamerHandle2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle1, gamerHandle2 = NetworkAreHandlesTheSame()

-- always available, by hash
local retval, gamerHandle1, gamerHandle2 = Citizen.InvokeNative(0x57DBA049E110F217, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle1, gamerHandle2] = NetworkAreHandlesTheSame();

// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x57DBA049E110F217', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
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: alloc8or RDR3 NativeDB.*
