RedM Natives

NETWORK_IS_PENDING_FRIEND

Hardcoded to return false.

Hash0x0BE73DA6984A6E33
Runtime nameNetworkIsPendingFriend
NamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0x0BE73DA6984A6E33

Signature

BOOL NETWORK_IS_PENDING_FRIEND(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns BOOL

Description

Hardcoded to return false.

Usage

Lua
local retval, gamerHandle = NetworkIsPendingFriend(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x0BE73DA6984A6E33, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkIsPendingFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x0BE73DA6984A6E33', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
C#
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

alloc8or RDR3 NativeDB

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