RedM Natives

_NETWORK_CAN_ADD_FRIEND

On PC this returns true if gamerHandle is a valid handle.

Hash0x99ABE9BF9DADA162
Runtime nameNetworkCanAddFriend
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_CAN_ADD_FRIEND(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns BOOL

Description

On PC this returns true if gamerHandle is a valid handle.

Usage

Lua
local retval, gamerHandle = NetworkCanAddFriend(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x99ABE9BF9DADA162, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkCanAddFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x99ABE9BF9DADA162', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
C#
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x99ABE9BF9DADA162, gamerHandle);
// gamerHandle.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • 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

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