RedM Natives

_NETWORK_GET_GAMER_SESSION_FROM_HANDLE

Hash0xFBDFE1C1356E12E8
Runtime nameNetworkGetGamerSessionFromHandle
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_GET_GAMER_SESSION_FROM_HANDLE(Any* data, int count);

Parameters

NameTypeDescription
dataAny*—
countint—

Returns BOOL

Usage

Lua
local retval, data = NetworkGetGamerSessionFromHandle(count)

-- always works, by hash
local retval, data = Citizen.InvokeNative(0xFBDFE1C1356E12E8, Citizen.PointerValueInt(), count, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, data] = NetworkGetGamerSessionFromHandle(count);

// by hash
const [retval, data] = Citizen.invokeNative('0xFBDFE1C1356E12E8', Citizen.pointerValueInt(), count, Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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