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Native Reference
API Set:
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server
client
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NETWORK_CONCEAL_PLAYER
(Player player, BOOL toggle, BOOL p2)
NETWORK_CREATE_SYNCHRONISED_SCENE
(float x, float y, float z, float xRot, float yRot, float zRot, int rotationOrder, BOOL holdLastFrame, BOOL looped, float phaseToStopScene, float phaseToStartScene, float animSpeed)
NETWORK_DID_FIND_GAMERS_SUCCEED
()
NETWORK_DID_GET_GAMER_STATUS_SUCCEED
()
NETWORK_DISABLE_INVINCIBLE_FLASHING
(Player player, BOOL toggle)
NETWORK_DISABLE_LEAVE_REMOTE_PED_BEHIND
(BOOL toggle)
NETWORK_DISABLE_PROXIMITY_MIGRATION
(int netID)
_NETWORK_DISPLAYNAMES_FROM_HANDLES_START
(Any* p0, Any p1)
NETWORK_DO_TRANSITION_QUICKMATCH
(Any p0, Any p1, Any p2, Any p3)
NETWORK_DO_TRANSITION_QUICKMATCH_ASYNC
(Any p0, Any p1, Any p2, Any p3)
NETWORK_DO_TRANSITION_QUICKMATCH_WITH_GROUP
(Any p0, Any p1, Any p2, Any p3, Any* p4, Any p5)
NETWORK_DO_TRANSITION_TO_FREEMODE
(Any* p0, Any p1, BOOL p2, int players, BOOL p4)
NETWORK_DO_TRANSITION_TO_GAME
(BOOL p0, int maxPlayers)
NETWORK_DO_TRANSITION_TO_NEW_FREEMODE
(Any* p0, Any* p1, int players, BOOL p3, BOOL p4, BOOL p5)
NETWORK_DO_TRANSITION_TO_NEW_GAME
(BOOL p0, int maxPlayers, BOOL p2)
NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID
(int netId)
NETWORK_DOES_NETWORK_ID_EXIST
(int netId)
NETWORK_DOES_TUNABLE_EXIST
(char* tunableContext, char* tunableName)
NETWORK_DOES_TUNABLE_EXIST_HASH
(Hash tunableContext, Hash tunableName)
NETWORK_END_TUTORIAL_SESSION
()
NETWORK_ENTITY_AREA_DOES_EXIST
(int areaHandle)
NETWORK_ENTITY_AREA_IS_OCCUPIED
(int areaHandle)
NETWORK_EXPLODE_HELI
(Vehicle heli, BOOL isAudible, BOOL isInvisible, int netScriptEntityId)
NETWORK_EXPLODE_VEHICLE
(Vehicle vehicle, BOOL isAudible, BOOL isInvisible, BOOL p3)
NETWORK_FADE_IN_ENTITY
(Entity entity, BOOL state)
NETWORK_FADE_OUT_ENTITY
(Entity entity, BOOL normal, BOOL slow)
NETWORK_FIND_GAMERS_IN_CREW
(Any p0)
NETWORK_FIND_MATCHED_GAMERS
(Any p0, float p1, float p2, float p3)
NETWORK_FINISH_BROADCASTING_DATA
()
NETWORK_FORCE_LOCAL_USE_OF_SYNCED_SCENE_CAMERA
(int sceneId)
NETWORK_GAMER_HAS_HEADSET
(Any* networkHandle)
NETWORK_GAMERTAG_FROM_HANDLE_PENDING
()
NETWORK_GAMERTAG_FROM_HANDLE_START
(int* networkHandle)
NETWORK_GAMERTAG_FROM_HANDLE_SUCCEEDED
()
NETWORK_GET_ACTIVITY_PLAYER_NUM
(BOOL p0)