RedM Natives

_0xB331D8A73F9D2BDF

_IS_PLAYER_I* - _IS_PLAYER_P*

Hash0xB331D8A73F9D2BDF
Runtime nameN_0xb331d8a73f9d2bdf
NamespacePLAYER
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0xB331D8A73F9D2BDF(Player player, Any* p1);

Parameters

NameTypeDescription
playerPlayer—
p1Any*—

Returns BOOL

Description

_IS_PLAYER_I* - _IS_PLAYER_P*

Usage

Lua
local retval, p1 = N_0xb331d8a73f9d2bdf(player, p1)

-- always works, by hash
local retval, p1 = Citizen.InvokeNative(0xB331D8A73F9D2BDF, player, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, p1] = N_0xb331d8a73f9d2bdf(player, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xB331D8A73F9D2BDF', player, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
C#
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB331D8A73F9D2BDF, player, p1);
// p1.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • This native has no known name, so the runtime exposes it only as N_0xb331d8a73f9d2bdf (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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