# NETWORK::_REQUEST_PEDSHOT_TEXTURE_LOCAL_BACKUP_DOWNLOAD

- **Hash:** `0x356F9FB0698C1FEB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `RequestPedshotTextureLocalBackupDownload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_REQUEST_PEDSHOT_TEXTURE_LOCAL_BACKUP_DOWNLOAD

## Signature

```c
const char* _REQUEST_PEDSHOT_TEXTURE_LOCAL_BACKUP_DOWNLOAD(int player, int personaPhotoLocalCacheType);
```

## Parameters

- `player` (`int`)
- `personaPhotoLocalCacheType` (`int`)

## Returns

`const char*`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval = RequestPedshotTextureLocalBackupDownload(player, personaPhotoLocalCacheType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x356F9FB0698C1FEB, player, personaPhotoLocalCacheType, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = RequestPedshotTextureLocalBackupDownload(player, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x356F9FB0698C1FEB', player, personaPhotoLocalCacheType, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x356F9FB0698C1FEB, player, personaPhotoLocalCacheType);
```

- 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.*
