NETWORK_GET_PLAYER_FROM_GAMER_HANDLE
Hash
0xCE5F689CF5A0A49DRuntime name
NetworkGetPlayerFromGamerHandleNamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0xCE5F689CF5A0A49DSignature
Player NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(Any* gamerHandle);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
Returns Player
Usage
local retval, gamerHandle = NetworkGetPlayerFromGamerHandle(gamerHandle)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE5F689CF5A0A49D, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())JavaScript and C#
const [retval, gamerHandle] = NetworkGetPlayerFromGamerHandle(gamerHandle);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE5F689CF5A0A49D', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xCE5F689CF5A0A49D, 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
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