# NETWORK::_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x9B5DB6CEAFAA10BB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `MugshotTextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST

## Signature

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

## Parameters

- `gamerHandle` (`Any*`)
- `p1` (`int`)
- `name` (`const char*`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Returns textureDownloadId

## Usage

### Lua

```lua
local retval, gamerHandle = MugshotTextureDownloadRequest(p1, name, p3)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x9B5DB6CEAFAA10BB, Citizen.PointerValueInt(), p1, name, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
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#

```csharp
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

- [NETWORK::UGC_TEXTURE_DOWNLOAD_REQUEST](https://natives.borderlinerp.com/natives/NETWORK/UGC_TEXTURE_DOWNLOAD_REQUEST.md)

*Sources: alloc8or RDR3 NativeDB.*
