NETWORK_CAN_ACCESS_MULTIPLAYER
Hash
0xAF50DA1A3F8B1BA4Runtime name
NetworkCanAccessMultiplayerNamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0xAF50DA1A3F8B1BA4Signature
BOOL NETWORK_CAN_ACCESS_MULTIPLAYER(int* loadingState);Parameters
| Name | Type | Description |
|---|---|---|
loadingState | int* | — |
Returns BOOL
Usage
local retval, loadingState = NetworkCanAccessMultiplayer(loadingState)
-- always works, by hash
local retval, loadingState = Citizen.InvokeNative(0xAF50DA1A3F8B1BA4, Citizen.PointerValueIntInitialized(loadingState), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, loadingState] = NetworkCanAccessMultiplayer(loadingState);
// by hash
const [retval, loadingState] = Citizen.invokeNative('0xAF50DA1A3F8B1BA4', Citizen.pointerValueIntInitialized(loadingState), Citizen.returnResultAnyway());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
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