RedM Natives

_NETWORK_SESSION_ARE_SESSION_IDS_EQUAL

Hash0x4DEC5000F7B508F0
Runtime nameNetworkSessionAreSessionIdsEqual
NamespaceNETWORK
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

NameTypeDescription
sessionId1Any*—
sessionId2Any*—

Returns BOOL

Description

Note: this native was added in build 1311.23

Usage

Lua
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#
JavaScript
const [retval, sessionId1, sessionId2] = NetworkSessionAreSessionIdsEqual();

// by hash
const [retval, sessionId1, sessionId2] = Citizen.invokeNative('0x4DEC5000F7B508F0', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.