# SCRIPT::_NET_RPC_GUID_TO_STRING

- **Hash:** `0xAC9FF854BD4BA9B5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `NetRpcGuidToString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_NET_RPC_GUID_TO_STRING

## Signature

```c
const char* _NET_RPC_GUID_TO_STRING(Any* netRpcGuid);
```

## Parameters

- `netRpcGuid` (`Any*`)

## Returns

`const char*`

## Description

Returns "INVALID_NET_RPC_GUID" if netRpcGuid is invalid.

## Usage

### Lua

```lua
local retval, netRpcGuid = NetRpcGuidToString(netRpcGuid)

-- always available, by hash
local retval, netRpcGuid = Citizen.InvokeNative(0xAC9FF854BD4BA9B5, Citizen.PointerValueIntInitialized(netRpcGuid), Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, netRpcGuid] = NetRpcGuidToString(netRpcGuid);

// by hash
const [retval, netRpcGuid] = Citizen.invokeNative('0xAC9FF854BD4BA9B5', Citizen.pointerValueIntInitialized(netRpcGuid), Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var netRpcGuid = new OutputArgument();
string retval = Function.Call<string>((Hash)0xAC9FF854BD4BA9B5, netRpcGuid);
// netRpcGuid.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.
- 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.*
