RedM Natives

NETWORK_GET_PLAYER_FROM_GAMER_HANDLE

Hash0xCE5F689CF5A0A49D
Runtime nameNetworkGetPlayerFromGamerHandle
NamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0xCE5F689CF5A0A49D

Signature

Player NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns Player

Usage

Lua
local retval, gamerHandle = NetworkGetPlayerFromGamerHandle(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE5F689CF5A0A49D, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkGetPlayerFromGamerHandle(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE5F689CF5A0A49D', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
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

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.