RedM Natives

_NETWORK_RESURRECT_LOCAL_PLAYER_2

Hash0x4154B7D8C75E5DCF
Runtime nameNetworkResurrectLocalPlayer_2
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _NETWORK_RESURRECT_LOCAL_PLAYER_2(Any* args);

Parameters

NameTypeDescription
argsAny*—

Returns void

Usage

Lua
local args = NetworkResurrectLocalPlayer_2(args)

-- always works, by hash
local args = Citizen.InvokeNative(0x4154B7D8C75E5DCF, Citizen.PointerValueIntInitialized(args))
JavaScript and C#
JavaScript
const args = NetworkResurrectLocalPlayer_2(args);

// by hash
const args = Citizen.invokeNative('0x4154B7D8C75E5DCF', Citizen.pointerValueIntInitialized(args));
C#
var args = new OutputArgument();
Function.Call((Hash)0x4154B7D8C75E5DCF, args);
// args.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.