# NETWORK::NETWORK_REQUEST_JOIN

- **Hash:** `0xE483BB6BE686F632`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestJoin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_JOIN

## Signature

```c
int NETWORK_REQUEST_JOIN(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkRequestJoin(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xE483BB6BE686F632, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkRequestJoin(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xE483BB6BE686F632', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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.*
