RedM Natives

_NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY

Hash0x11820D1AE80DEA39
Runtime nameNetworkArePlayersInSamePlatformParty
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY(Any* gamerHandle1, Any* gamerHandle2);

Parameters

NameTypeDescription
gamerHandle1Any*—
gamerHandle2Any*—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, gamerHandle1, gamerHandle2] = NetworkArePlayersInSamePlatformParty();

// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x11820D1AE80DEA39', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.