_NETWORK_SESSION_ARE_SESSION_IDS_EQUAL
Hash
0x4DEC5000F7B508F0Runtime name
NetworkSessionAreSessionIdsEqualNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1311
Not called by the game's own scripts — behaviour may be incomplete.
Signature
BOOL _NETWORK_SESSION_ARE_SESSION_IDS_EQUAL(Any* sessionId1, Any* sessionId2);Parameters
| Name | Type | Description |
|---|---|---|
sessionId1 | Any* | — |
sessionId2 | Any* | — |
Returns BOOL
Description
Note: this native was added in build 1311.23
Usage
local retval, sessionId1, sessionId2 = NetworkSessionAreSessionIdsEqual()
-- always works, by hash
local retval, sessionId1, sessionId2 = Citizen.InvokeNative(0x4DEC5000F7B508F0, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, sessionId1, sessionId2] = NetworkSessionAreSessionIdsEqual();
// by hash
const [retval, sessionId1, sessionId2] = Citizen.invokeNative('0x4DEC5000F7B508F0', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());var sessionId1 = new OutputArgument();
var sessionId2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4DEC5000F7B508F0, sessionId1, sessionId2);
// sessionId1.GetResult<int>()
// sessionId2.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.