# NETWORK::NETWORK_IS_PLAYER_A_PARTICIPANT_ON_SCRIPT

- **Hash:** `0x1AD5B71586B94820`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerAParticipantOnScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_A_PARTICIPANT_ON_SCRIPT

## Signature

```c
BOOL NETWORK_IS_PLAYER_A_PARTICIPANT_ON_SCRIPT(Player p0, Any* p1, Any p2);
```

## Parameters

- `p0` (`Player`)
- `p1` (`Any*`)
- `p2` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = NetworkIsPlayerAParticipantOnScript(p0, p2)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x1AD5B71586B94820, p0, Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = NetworkIsPlayerAParticipantOnScript(p0, p2);

// by hash
const [retval, p1] = Citizen.invokeNative('0x1AD5B71586B94820', p0, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1AD5B71586B94820, p0, p1, p2);
// p1.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.*
