RedM Natives

_NETWORK_REMOVE_FRIEND

Hash0x55F618F68AB854D3
Runtime nameNetworkRemoveFriend
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_REMOVE_FRIEND(Any* gamerHandle);

Parameters

NameTypeDescription
gamerHandleAny*—

Returns BOOL

Usage

Lua
local retval, gamerHandle = NetworkRemoveFriend(gamerHandle)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x55F618F68AB854D3, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = NetworkRemoveFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x55F618F68AB854D3', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
C#
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x55F618F68AB854D3, 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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.