{"hash":"0xFA38B52F91B59075","ns":"NETWORK","name":"_NETWORK_DEBUG_REQUEST_ENTITY_POSITION","slug":"_NETWORK_DEBUG_REQUEST_ENTITY_POSITION","official":false,"named":true,"luaName":"NetworkDebugRequestEntityPosition","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"p0","type":"Any*"}],"summary":"Must be called from a background script, otherwise it will do nothing.","descriptions":[{"source":"alloc8or","format":"text","body":"Must be called from a background script, otherwise it will do nothing."}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","unused":true,"sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_DEBUG_REQUEST_ENTITY_POSITION","markdownUrl":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_DEBUG_REQUEST_ENTITY_POSITION.md","snippets":{"lua":"local p0 = NetworkDebugRequestEntityPosition(p0)","luaInvoke":"local p0 = Citizen.InvokeNative(0xFA38B52F91B59075, Citizen.PointerValueIntInitialized(p0))","js":"const p0 = NetworkDebugRequestEntityPosition(p0);","jsInvoke":"const p0 = Citizen.invokeNative('0xFA38B52F91B59075', Citizen.pointerValueIntInitialized(p0));","csharp":"var p0 = new OutputArgument();\nFunction.Call((Hash)0xFA38B52F91B59075, p0);\n// p0.GetResult<int>()","notes":["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."]}}