RedM Natives

_REQUEST_PEDSHOT_TEXTURE_MULTIPLAYER_DOWNLOAD

Hash0xB5C4B18B12A2AF23
Runtime nameRequestPedshotTextureMultiplayerDownload
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

const char* _REQUEST_PEDSHOT_TEXTURE_MULTIPLAYER_DOWNLOAD(Any* gamerHandle, int p1);

Parameters

NameTypeDescription
gamerHandleAny*—
p1int—

Returns const char*

Usage

Lua
local retval, gamerHandle = RequestPedshotTextureMultiplayerDownload(p1)

-- always works, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xB5C4B18B12A2AF23, Citizen.PointerValueInt(), p1, Citizen.ResultAsString())
JavaScript and C#
JavaScript
const [retval, gamerHandle] = RequestPedshotTextureMultiplayerDownload(p1);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xB5C4B18B12A2AF23', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsString());
C#
var gamerHandle = new OutputArgument();
string retval = Function.Call<string>((Hash)0xB5C4B18B12A2AF23, 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

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