NETWORK_IS_PENDING_FRIEND
Hardcoded to return false.
Hash
0x0BE73DA6984A6E33Runtime name
NetworkIsPendingFriendNamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0x0BE73DA6984A6E33Signature
BOOL NETWORK_IS_PENDING_FRIEND(Any* gamerHandle);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
Returns BOOL
Description
Hardcoded to return false.
Usage
local retval, gamerHandle = NetworkIsPendingFriend(gamerHandle)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x0BE73DA6984A6E33, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle] = NetworkIsPendingFriend(gamerHandle);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x0BE73DA6984A6E33', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0BE73DA6984A6E33, 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
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