# NETWORK::TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x16160DA74A8E74A2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `TextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int TEXTURE_DOWNLOAD_REQUEST(Any* gamerHandle, const char* filePath, const char* name, BOOL p3);
```

## Parameters

- `gamerHandle` (`Any*`)
- `filePath` (`const char*`)
- `name` (`const char*`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Returns textureDownloadId

## Usage

### Lua

```lua
local retval, gamerHandle = TextureDownloadRequest(filePath, name, p3)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x16160DA74A8E74A2, Citizen.PointerValueInt(), filePath, name, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = TextureDownloadRequest(filePath, name, p3);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x16160DA74A8E74A2', Citizen.pointerValueInt(), filePath, name, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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: alloc8or RDR3 NativeDB.*
