_NETWORK_IS_FRIEND_HANDLE_ONLINE
Hash
0xE348D1404BD80146Runtime name
NetworkIsFriendHandleOnlineNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_IS_FRIEND_HANDLE_ONLINE(Any* gamerHandle);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
Returns BOOL
Usage
local retval, gamerHandle = NetworkIsFriendHandleOnline(gamerHandle)
-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xE348D1404BD80146, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle] = NetworkIsFriendHandleOnline(gamerHandle);
// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xE348D1404BD80146', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE348D1404BD80146, gamerHandle);
// gamerHandle.GetResult<int>()- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
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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