RedM Natives

_NETWORK_CAN_RECEIVE_INVITE_FROM_HANDLE

Hash0xF23D6475640D29EB
Runtime nameNetworkCanReceiveInviteFromHandle
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_CAN_RECEIVE_INVITE_FROM_HANDLE(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns BOOL

Usage

Lua
local retval, gamerHandle = NetworkCanReceiveInviteFromHandle(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xF23D6475640D29EB, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkCanReceiveInviteFromHandle(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xF23D6475640D29EB', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
C#
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF23D6475640D29EB, 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

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