{"hash":"0xEF3C68F56BAD7B69","ns":"TELEMETRY","name":"_TELEMETRY_MATCH_VOTE","slug":"_TELEMETRY_MATCH_VOTE","official":false,"named":true,"luaName":"TelemetryMatchVote","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_VOTE","markdownUrl":"https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_VOTE.md","snippets":{"lua":"local p0, p1 = TelemetryMatchVote()","luaInvoke":"local p0, p1 = Citizen.InvokeNative(0xEF3C68F56BAD7B69, Citizen.PointerValueInt(), Citizen.PointerValueInt())","js":"const [p0, p1] = TelemetryMatchVote();","jsInvoke":"const [p0, p1] = Citizen.invokeNative('0xEF3C68F56BAD7B69', Citizen.pointerValueInt(), Citizen.pointerValueInt());","csharp":"var p0 = new OutputArgument();\nvar p1 = new OutputArgument();\nFunction.Call((Hash)0xEF3C68F56BAD7B69, 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."]}}