_NETWORK_SEND_SESSION_INVITE
Hash
0xE47001B7CB8B98AERuntime name
NetworkSendSessionInviteNamespaceNETWORK
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
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
contentId | const char* | — |
data | Any* | — |
dataSize | int | — |
p4 | int | — |
flags | int | — |
Returns BOOL
Usage
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#
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());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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.