RedM Natives

NETWORK_CAN_ACCESS_MULTIPLAYER

Hash0xAF50DA1A3F8B1BA4
Runtime nameNetworkCanAccessMultiplayer
NamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0xAF50DA1A3F8B1BA4

Signature

BOOL NETWORK_CAN_ACCESS_MULTIPLAYER(int* loadingState);

Parameters

NameTypeDescription
loadingStateint*—

Returns BOOL

Usage

Lua
local retval, loadingState = NetworkCanAccessMultiplayer(loadingState)

-- always works, by hash
local retval, loadingState = Citizen.InvokeNative(0xAF50DA1A3F8B1BA4, Citizen.PointerValueIntInitialized(loadingState), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, loadingState] = NetworkCanAccessMultiplayer(loadingState);

// by hash
const [retval, loadingState] = Citizen.invokeNative('0xAF50DA1A3F8B1BA4', Citizen.pointerValueIntInitialized(loadingState), Citizen.returnResultAnyway());
C#
var loadingState = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAF50DA1A3F8B1BA4, loadingState);
// loadingState.GetResult<int>()
  • 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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