RedM Natives

_NETWORK_GET_GAMER_STATUS

Hash0xDDAEB478E58F8DEA
Runtime nameNetworkGetGamerStatus
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _NETWORK_GET_GAMER_STATUS(Any* gamerHandle, int p1);

Parameters

NameTypeDescription
gamerHandleAny*—
p1int—

Returns int

Usage

Lua
local retval, gamerHandle = NetworkGetGamerStatus(p1)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xDDAEB478E58F8DEA, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkGetGamerStatus(p1);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xDDAEB478E58F8DEA', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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