_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST
Returns textureDownloadId
Hash
0x9B5DB6CEAFAA10BBRuntime name
MugshotTextureDownloadRequestNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _MUGSHOT_TEXTURE_DOWNLOAD_REQUEST(Any* gamerHandle, int p1, const char* name, BOOL p3);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
p1 | int | — |
name | const char* | — |
p3 | BOOL | — |
Returns int
Description
Returns textureDownloadId
Usage
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#
const [retval, gamerHandle] = MugshotTextureDownloadRequest(p1, name, p3);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x9B5DB6CEAFAA10BB', Citizen.pointerValueInt(), p1, name, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());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
InvokeNativewith the hash — it always works.
See also
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.