# NETWORK::NETWORK_DISPLAYNAMES_FROM_HANDLES_START

- **Hash:** `0xD66C9E72B3CC4982`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDisplaynamesFromHandlesStart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DISPLAYNAMES_FROM_HANDLES_START

## Signature

```c
int NETWORK_DISPLAYNAMES_FROM_HANDLES_START(Any* p0, Any p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any`)

## Returns

`int`

## Description

Hardcoded to return -1.

## Usage

### Lua

```lua
local retval, p0 = NetworkDisplaynamesFromHandlesStart(p1)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xD66C9E72B3CC4982, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = NetworkDisplaynamesFromHandlesStart(p1);

// by hash
const [retval, p0] = Citizen.invokeNative('0xD66C9E72B3CC4982', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xD66C9E72B3CC4982, p0, p1);
// p0.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.*
