# NETWORK::_NETWORK_PERSONA_PHOTO_WRITE_LOCAL

- **Hash:** `0x2A48D9567940598F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkPersonaPhotoWriteLocal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_PERSONA_PHOTO_WRITE_LOCAL

## Signature

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

## Parameters

- `texture` (`const char*`)
- `playerSlot` (`int`)
- `p2` (`int`)
- `personaPhotoLocalCacheType` (`int`)

## Returns

`BOOL`

## Description

Returns false if pedshot push failed

## Usage

### Lua

```lua
local retval = NetworkPersonaPhotoWriteLocal(texture, playerSlot, p2, personaPhotoLocalCacheType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A48D9567940598F, texture, playerSlot, p2, personaPhotoLocalCacheType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkPersonaPhotoWriteLocal(texture, playerSlot, p2, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x2A48D9567940598F', texture, playerSlot, p2, personaPhotoLocalCacheType, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
