RedM Natives

NETWORK_REQUEST_JOIN

Hash0xE483BB6BE686F632
Runtime nameNetworkRequestJoin
NamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207

Signature

int NETWORK_REQUEST_JOIN(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns int

Usage

Lua
local retval, gamerHandle = NetworkRequestJoin(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xE483BB6BE686F632, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkRequestJoin(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xE483BB6BE686F632', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE483BB6BE686F632, 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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