RedM Natives

_NETWORK_SESSION_ADD_SESSION_FLAGS

Hash0xE546BDA1B3E288EE
Runtime nameNetworkSessionAddSessionFlags
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_SESSION_ADD_SESSION_FLAGS(int flags);

Parameters

NameTypeDescription
flagsint—

Returns BOOL

Description

enum eSessionFlags
{
	SESSION_FLAG_NONE = 0,
	SF_INSTANCE = (1 << 0),
	SF_MATCH = (1 << 1),
	SF_PRIVATE = (1 << 2),
	SF_BLOCK_INVITES = (1 << 3),
	SF_BLOCK_JOIN_VIA_PRESENCE = (1 << 4),
	SF_BLOCK_NON_HOST_INVITES = (1 << 5),
	SF_BLOCK_IN_PROGRESS_MATCHMAKING_BACKFILL = (1 << 6),
	SF_BLOCK_IN_GAMEPLAY_MATCHMAKING_BACKFILL = (1 << 7),
	SF_BLOCK_INVITES_TEMPORARY = (1 << 8),
	SF_IN_GAMEPLAY = (1 << 9),
	SF_COMPETITIVE = (1 << 10),
	SF_MATCHMAKING_BACKFILL_IS_BLOCKED = (1 << 11)
};

Usage

Lua
local retval = NetworkSessionAddSessionFlags(flags)

-- always works, by hash
local retval = Citizen.InvokeNative(0xE546BDA1B3E288EE, flags, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NetworkSessionAddSessionFlags(flags);

// by hash
const retval = Citizen.invokeNative('0xE546BDA1B3E288EE', flags, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xE546BDA1B3E288EE, flags);
  • 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

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