# NETWORK::_NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY

- **Hash:** `0x11820D1AE80DEA39`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkArePlayersInSamePlatformParty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY

## Signature

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

## Parameters

- `gamerHandle1` (`Any*`)
- `gamerHandle2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle1, gamerHandle2 = NetworkArePlayersInSamePlatformParty()

-- always available, by hash
local retval, gamerHandle1, gamerHandle2 = Citizen.InvokeNative(0x11820D1AE80DEA39, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle1, gamerHandle2] = NetworkArePlayersInSamePlatformParty();

// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x11820D1AE80DEA39', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
