_NETWORK_CAN_ADD_FRIEND
On PC this returns true if gamerHandle is a valid handle.
Hash
0x99ABE9BF9DADA162Runtime name
NetworkCanAddFriendNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_CAN_ADD_FRIEND(Any* gamerHandle);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
Returns BOOL
Description
On PC this returns true if gamerHandle is a valid handle.
Usage
local retval, gamerHandle = NetworkCanAddFriend(gamerHandle)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x99ABE9BF9DADA162, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle] = NetworkCanAddFriend(gamerHandle);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x99ABE9BF9DADA162', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.