{"hash":"0xFBDFE1C1356E12E8","ns":"NETWORK","name":"_NETWORK_GET_GAMER_SESSION_FROM_HANDLE","slug":"_NETWORK_GET_GAMER_SESSION_FROM_HANDLE","official":false,"named":true,"luaName":"NetworkGetGamerSessionFromHandle","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"data","type":"Any*"},{"name":"count","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMER_SESSION_FROM_HANDLE","markdownUrl":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMER_SESSION_FROM_HANDLE.md","snippets":{"lua":"local retval, data = NetworkGetGamerSessionFromHandle(count)","luaInvoke":"local retval, data = Citizen.InvokeNative(0xFBDFE1C1356E12E8, Citizen.PointerValueInt(), count, Citizen.ReturnResultAnyway())","js":"const [retval, data] = NetworkGetGamerSessionFromHandle(count);","jsInvoke":"const [retval, data] = Citizen.invokeNative('0xFBDFE1C1356E12E8', Citizen.pointerValueInt(), count, Citizen.returnResultAnyway());","csharp":"var data = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xFBDFE1C1356E12E8, data, count);\n// data.GetResult<int>()","notes":["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."]}}