# NETWORK::_LOCAL_PLAYER_PEDSHOT_TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x6E2FD8CF7EB10E53`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `LocalPlayerPedshotTextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_LOCAL_PLAYER_PEDSHOT_TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int _LOCAL_PLAYER_PEDSHOT_TEXTURE_DOWNLOAD_REQUEST(int playerSlot, int personaPhotoLocalCacheType);
```

## Parameters

- `playerSlot` (`int`)
- `personaPhotoLocalCacheType` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = LocalPlayerPedshotTextureDownloadRequest(playerSlot, personaPhotoLocalCacheType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E2FD8CF7EB10E53, playerSlot, personaPhotoLocalCacheType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LocalPlayerPedshotTextureDownloadRequest(playerSlot, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x6E2FD8CF7EB10E53', playerSlot, personaPhotoLocalCacheType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6E2FD8CF7EB10E53, playerSlot, personaPhotoLocalCacheType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
