{"hash":"0xDDAEB478E58F8DEA","ns":"NETWORK","name":"_NETWORK_GET_GAMER_STATUS","slug":"_NETWORK_GET_GAMER_STATUS","official":false,"named":true,"luaName":"NetworkGetGamerStatus","game":"rdr3","apiset":"client","returnType":"int","params":[{"name":"gamerHandle","type":"Any*"},{"name":"p1","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMER_STATUS","markdownUrl":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMER_STATUS.md","snippets":{"lua":"local retval, gamerHandle = NetworkGetGamerStatus(p1)","luaInvoke":"local retval, gamerHandle = Citizen.InvokeNative(0xDDAEB478E58F8DEA, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())","js":"const [retval, gamerHandle] = NetworkGetGamerStatus(p1);","jsInvoke":"const [retval, gamerHandle] = Citizen.invokeNative('0xDDAEB478E58F8DEA', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());","csharp":"var gamerHandle = new OutputArgument();\nint retval = Function.Call<int>((Hash)0xDDAEB478E58F8DEA, gamerHandle, p1);\n// gamerHandle.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."]}}