# NETWORK::NETWORK_GET_PLAYER_FROM_GAMER_HANDLE

- **Hash:** `0xCE5F689CF5A0A49D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlayerFromGamerHandle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_PLAYER_FROM_GAMER_HANDLE

## Signature

```c
Player NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetPlayerFromGamerHandle(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE5F689CF5A0A49D, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetPlayerFromGamerHandle(gamerHandle);

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

### C#

```csharp
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.*
