TEXTURE_DOWNLOAD_REQUEST
Returns textureDownloadId
Hash
0x16160DA74A8E74A2Runtime name
TextureDownloadRequestNamespaceNETWORK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0x16160DA74A8E74A2Signature
int TEXTURE_DOWNLOAD_REQUEST(Any* gamerHandle, const char* filePath, const char* name, BOOL p3);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
filePath | const char* | — |
name | const char* | — |
p3 | BOOL | — |
Returns int
Description
Returns textureDownloadId
Usage
local retval, gamerHandle = TextureDownloadRequest(filePath, name, p3)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x16160DA74A8E74A2, Citizen.PointerValueInt(), filePath, name, p3, Citizen.ResultAsInteger())JavaScript and C#
const [retval, gamerHandle] = TextureDownloadRequest(filePath, name, p3);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x16160DA74A8E74A2', Citizen.pointerValueInt(), filePath, name, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0x16160DA74A8E74A2, gamerHandle, filePath, name, p3);
// gamerHandle.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
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