# NETWORK::NETWORK_GET_LOCAL_HANDLE

- **Hash:** `0xE86051786B66CD8E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetLocalHandle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_LOCAL_HANDLE

## Signature

```c
void NETWORK_GET_LOCAL_HANDLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = NetworkGetLocalHandle(gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0xE86051786B66CD8E, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = NetworkGetLocalHandle(gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0xE86051786B66CD8E', Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0xE86051786B66CD8E, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `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.*
