{"hash":"0xF620F47B4F4A78C4","ns":"TELEMETRY","name":"_TELEMETRY_MATCH_STARTED","slug":"_TELEMETRY_MATCH_STARTED","official":false,"named":true,"luaName":"TelemetryMatchStarted","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"p0","type":"Any*"},{"name":"p1","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_STARTED","markdownUrl":"https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_STARTED.md","snippets":{"lua":"local p0, p1 = TelemetryMatchStarted()","luaInvoke":"local p0, p1 = Citizen.InvokeNative(0xF620F47B4F4A78C4, Citizen.PointerValueInt(), Citizen.PointerValueInt())","js":"const [p0, p1] = TelemetryMatchStarted();","jsInvoke":"const [p0, p1] = Citizen.invokeNative('0xF620F47B4F4A78C4', Citizen.pointerValueInt(), Citizen.pointerValueInt());","csharp":"var p0 = new OutputArgument();\nvar p1 = new OutputArgument();\nFunction.Call((Hash)0xF620F47B4F4A78C4, p0, p1);\n// p0.GetResult<int>()\n// p1.GetResult<int>()","notes":["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."]}}