NETWORK_GET_RECENT_GAMER_NAMES
Hash
0xFEFCC345CE357453Runtime name
NetworkGetRecentGamerNamesNamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
Signature
BOOL NETWORK_GET_RECENT_GAMER_NAMES(int p0, int p1, Any* outData, int dataSize);Parameters
| Name | Type | Description |
|---|---|---|
p0 | int | — |
p1 | int | — |
outData | Any* | — |
dataSize | int | — |
Returns BOOL
Usage
local retval, outData = NetworkGetRecentGamerNames(p0, p1, dataSize)
-- always works, by hash
local retval, outData = Citizen.InvokeNative(0xFEFCC345CE357453, p0, p1, Citizen.PointerValueInt(), dataSize, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, outData] = NetworkGetRecentGamerNames(p0, p1, dataSize);
// by hash
const [retval, outData] = Citizen.invokeNative('0xFEFCC345CE357453', p0, p1, Citizen.pointerValueInt(), dataSize, Citizen.returnResultAnyway());var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFEFCC345CE357453, p0, p1, outData, dataSize);
// outData.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
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.