_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE
char displayName[64]; if (_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(handle, displayName))
Hash
0x7FEE4F07C54B6B3CRuntime name
NetworkGetDisplayNameFromHandleNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(Any* gamerHandle, char* displayName);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
displayName | char* | — |
Returns BOOL
Description
Example:
char displayName[64];
if (_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(handle, displayName))
{
// use displayName
}Usage
local retval, gamerHandle = NetworkGetDisplayNameFromHandle(displayName)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x7FEE4F07C54B6B3C, Citizen.PointerValueInt(), displayName, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle] = NetworkGetDisplayNameFromHandle(displayName);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x7FEE4F07C54B6B3C', Citizen.pointerValueInt(), displayName, Citizen.returnResultAnyway());var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7FEE4F07C54B6B3C, gamerHandle, displayName);
// gamerHandle.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
InvokeNativewith the hash — it always works.
Sources
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