RedM Natives

_NETWORK_SEND_SESSION_INVITE

Hash0xE47001B7CB8B98AE
Runtime nameNetworkSendSessionInvite
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_SEND_SESSION_INVITE(Any* gamerHandle, const char* contentId, Any* data, int dataSize, int p4, int flags);

Parameters

NameTypeDescription
gamerHandleAny*—
contentIdconst char*—
dataAny*—
dataSizeint—
p4int—
flagsint—

Returns BOOL

Usage

Lua
local retval, gamerHandle, data = NetworkSendSessionInvite(contentId, dataSize, p4, flags)

-- always works, by hash
local retval, gamerHandle, data = Citizen.InvokeNative(0xE47001B7CB8B98AE, Citizen.PointerValueInt(), contentId, Citizen.PointerValueInt(), dataSize, p4, flags, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, gamerHandle, data] = NetworkSendSessionInvite(contentId, dataSize, p4, flags);

// by hash
const [retval, gamerHandle, data] = Citizen.invokeNative('0xE47001B7CB8B98AE', Citizen.pointerValueInt(), contentId, Citizen.pointerValueInt(), dataSize, p4, flags, Citizen.returnResultAnyway());
C#
var gamerHandle = new OutputArgument();
var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE47001B7CB8B98AE, gamerHandle, contentId, data, dataSize, p4, flags);
// gamerHandle.GetResult<int>()
// data.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • 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.