RedM Natives

_NETWORK_IS_TRACKED_PLAYER_VISIBLE

Hash0xE525878A35B9EEBD
Runtime nameNetworkIsTrackedPlayerVisible
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_IS_TRACKED_PLAYER_VISIBLE(Player player, Player trackedPlayer);

Parameters

NameTypeDescription
playerPlayer—
trackedPlayerPlayer—

Returns BOOL

Usage

Lua
local retval = NetworkIsTrackedPlayerVisible(player, trackedPlayer)

-- always works, by hash
local retval = Citizen.InvokeNative(0xE525878A35B9EEBD, player, trackedPlayer, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NetworkIsTrackedPlayerVisible(player, trackedPlayer);

// by hash
const retval = Citizen.invokeNative('0xE525878A35B9EEBD', player, trackedPlayer, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xE525878A35B9EEBD, player, trackedPlayer);
  • 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

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