# NETWORK::NETWORK_GET_RECENT_GAMER_NAMES

- **Hash:** `0xFEFCC345CE357453`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetRecentGamerNames`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_RECENT_GAMER_NAMES

## Signature

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

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `outData` (`Any*`)
- `dataSize` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = NetworkGetRecentGamerNames(p0, p1, dataSize)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xFEFCC345CE357453, p0, p1, Citizen.PointerValueInt(), dataSize, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = NetworkGetRecentGamerNames(p0, p1, dataSize);

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

### C#

```csharp
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.*
