# NETWORK::_REQUEST_PEDSHOT_TEXTURE_LOCAL_DOWNLOAD

- **Hash:** `0xCAF4CA2F87779F8F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `RequestPedshotTextureLocalDownload`
- **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_DOWNLOAD

## Signature

```c
const char* _REQUEST_PEDSHOT_TEXTURE_LOCAL_DOWNLOAD(Any* gamerHandle, int p1);
```

## Parameters

- `gamerHandle` (`Any*`)
- `p1` (`int`)

## Returns

`const char*`

## Description

Only used in R* SP Script map_app_event_handler

## Usage

### Lua

```lua
local retval, gamerHandle = RequestPedshotTextureLocalDownload(p1)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCAF4CA2F87779F8F, Citizen.PointerValueInt(), p1, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, gamerHandle] = RequestPedshotTextureLocalDownload(p1);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCAF4CA2F87779F8F', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
string retval = Function.Call<string>((Hash)0xCAF4CA2F87779F8F, gamerHandle, p1);
// gamerHandle.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.*
