_NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY
Hash
0x11820D1AE80DEA39Runtime name
NetworkArePlayersInSamePlatformPartyNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY(Any* gamerHandle1, Any* gamerHandle2);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle1 | Any* | — |
gamerHandle2 | Any* | — |
Returns BOOL
Usage
local retval, gamerHandle1, gamerHandle2 = NetworkArePlayersInSamePlatformParty()
-- always works, by hash
local retval, gamerHandle1, gamerHandle2 = Citizen.InvokeNative(0x11820D1AE80DEA39, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle1, gamerHandle2] = NetworkArePlayersInSamePlatformParty();
// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x11820D1AE80DEA39', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());var gamerHandle1 = new OutputArgument();
var gamerHandle2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11820D1AE80DEA39, gamerHandle1, gamerHandle2);
// gamerHandle1.GetResult<int>()
// gamerHandle2.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.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.