_NETWORK_GET_GAMER_STATUS
Hash
0xDDAEB478E58F8DEARuntime name
NetworkGetGamerStatusNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _NETWORK_GET_GAMER_STATUS(Any* gamerHandle, int p1);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
p1 | int | — |
Returns int
Usage
local retval, gamerHandle = NetworkGetGamerStatus(p1)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xDDAEB478E58F8DEA, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())JavaScript and C#
const [retval, gamerHandle] = NetworkGetGamerStatus(p1);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xDDAEB478E58F8DEA', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xDDAEB478E58F8DEA, gamerHandle, p1);
// 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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