{"hash":"0x4154B7D8C75E5DCF","ns":"NETWORK","name":"_NETWORK_RESURRECT_LOCAL_PLAYER_2","slug":"_NETWORK_RESURRECT_LOCAL_PLAYER_2","official":false,"named":true,"luaName":"NetworkResurrectLocalPlayer_2","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"args","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_RESURRECT_LOCAL_PLAYER_2","markdownUrl":"https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_RESURRECT_LOCAL_PLAYER_2.md","snippets":{"lua":"local args = NetworkResurrectLocalPlayer_2(args)","luaInvoke":"local args = Citizen.InvokeNative(0x4154B7D8C75E5DCF, Citizen.PointerValueIntInitialized(args))","js":"const args = NetworkResurrectLocalPlayer_2(args);","jsInvoke":"const args = Citizen.invokeNative('0x4154B7D8C75E5DCF', Citizen.pointerValueIntInitialized(args));","csharp":"var args = new OutputArgument();\nFunction.Call((Hash)0x4154B7D8C75E5DCF, args);\n// args.GetResult<int>()","notes":["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."]}}