# NETWORK::_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE

- **Hash:** `0x7FEE4F07C54B6B3C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetDisplayNameFromHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE

## Signature

```c
BOOL _NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(Any* gamerHandle, char* displayName);
```

## Parameters

- `gamerHandle` (`Any*`)
- `displayName` (`char*`)

## Returns

`BOOL`

## Description

Example:

char displayName[64];
if (_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(handle, displayName))
{
	// use displayName
}

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetDisplayNameFromHandle(displayName)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x7FEE4F07C54B6B3C, Citizen.PointerValueInt(), displayName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetDisplayNameFromHandle(displayName);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x7FEE4F07C54B6B3C', Citizen.pointerValueInt(), displayName, Citizen.returnResultAnyway());
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
