RedM Natives

NETWORK_GET_RECENT_GAMER_NAMES

Hash0xFEFCC345CE357453
Runtime nameNetworkGetRecentGamerNames
NamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL NETWORK_GET_RECENT_GAMER_NAMES(int p0, int p1, Any* outData, int dataSize);

Parameters

NameTypeDescription
p0int—
p1int—
outDataAny*—
dataSizeint—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, outData] = NetworkGetRecentGamerNames(p0, p1, dataSize);

// by hash
const [retval, outData] = Citizen.invokeNative('0xFEFCC345CE357453', p0, p1, Citizen.pointerValueInt(), dataSize, Citizen.returnResultAnyway());
C#
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

alloc8or RDR3 NativeDB

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