_NETWORK_GET_GAMER_SESSION_FROM_HANDLE
Hash
0xFBDFE1C1356E12E8Runtime name
NetworkGetGamerSessionFromHandleNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_GET_GAMER_SESSION_FROM_HANDLE(Any* data, int count);Parameters
| Name | Type | Description |
|---|---|---|
data | Any* | — |
count | int | — |
Returns BOOL
Usage
local retval, data = NetworkGetGamerSessionFromHandle(count)
-- always works, by hash
local retval, data = Citizen.InvokeNative(0xFBDFE1C1356E12E8, Citizen.PointerValueInt(), count, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, data] = NetworkGetGamerSessionFromHandle(count);
// by hash
const [retval, data] = Citizen.invokeNative('0xFBDFE1C1356E12E8', Citizen.pointerValueInt(), count, Citizen.returnResultAnyway());var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFBDFE1C1356E12E8, data, count);
// data.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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