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Native Reference
API Set:
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NETWORK_CLAN_PLAYER_IS_ACTIVE
(int* networkHandle)
NETWORK_CLAN_RELEASE_EMBLEM
(Any p0)
NETWORK_CLAN_REMOTE_MEMBERSHIPS_ARE_IN_CACHE
(int* p0)
NETWORK_CLAN_REQUEST_EMBLEM
(Any p0)
NETWORK_CLAN_SERVICE_IS_VALID
()
NETWORK_CLEAR_CLOCK_TIME_OVERRIDE
()
NETWORK_CLEAR_FOLLOW_INVITE
()
NETWORK_CLEAR_FOLLOWERS
()
NETWORK_CLEAR_FOUND_GAMERS
()
NETWORK_CLEAR_GET_GAMER_STATUS
()
NETWORK_CLEAR_GROUP_ACTIVITY
()
NETWORK_CLEAR_PROPERTY_ID
()
NETWORK_CLEAR_TRANSITION_CREATOR_HANDLE
()
NETWORK_CLEAR_VOICE_CHANNEL
()
NETWORK_CLEAR_VOICE_PROXIMITY_OVERRIDE
()
NETWORK_CLOSE_TRANSITION_MATCHMAKING
()
_NETWORK_CONCEAL_ENTITY
(Entity entity, BOOL toggle)
NETWORK_CONCEAL_PLAYER
(Player player, BOOL toggle, BOOL bAllowDamagingWhileConcealed)
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)