RedM Natives

_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST

Returns textureDownloadId

Hash0x9B5DB6CEAFAA10BB
Runtime nameMugshotTextureDownloadRequest
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _MUGSHOT_TEXTURE_DOWNLOAD_REQUEST(Any* gamerHandle, int p1, const char* name, BOOL p3);

Parameters

NameTypeDescription
gamerHandleAny*—
p1int—
nameconst char*—
p3BOOL—

Returns int

Description

Returns textureDownloadId

Usage

Lua
local retval, gamerHandle = MugshotTextureDownloadRequest(p1, name, p3)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x9B5DB6CEAFAA10BB, Citizen.PointerValueInt(), p1, name, p3, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = MugshotTextureDownloadRequest(p1, name, p3);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x9B5DB6CEAFAA10BB', Citizen.pointerValueInt(), p1, name, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0x9B5DB6CEAFAA10BB, gamerHandle, p1, 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.
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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