RedM Natives

_NETWORK_PERSONA_PHOTO_WRITE_LOCAL

Returns false if pedshot push failed

Hash0x2A48D9567940598F
Runtime nameNetworkPersonaPhotoWriteLocal
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_PERSONA_PHOTO_WRITE_LOCAL(const char* texture, int playerSlot, int p2, int personaPhotoLocalCacheType);

Parameters

NameTypeDescription
textureconst char*—
playerSlotint—
p2int—
personaPhotoLocalCacheTypeint—

Returns BOOL

Description

Returns false if pedshot push failed

Usage

Lua
local retval = NetworkPersonaPhotoWriteLocal(texture, playerSlot, p2, personaPhotoLocalCacheType)

-- always works, by hash
local retval = Citizen.InvokeNative(0x2A48D9567940598F, texture, playerSlot, p2, personaPhotoLocalCacheType, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NetworkPersonaPhotoWriteLocal(texture, playerSlot, p2, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x2A48D9567940598F', texture, playerSlot, p2, personaPhotoLocalCacheType, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x2A48D9567940598F, texture, playerSlot, p2, personaPhotoLocalCacheType);
  • 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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