// NetworkHandleFromPlayer
void NETWORK_HANDLE_FROM_PLAYER(Player player, int* networkHandle, int bufferSize);
Returns a handle to networkHandle* from the specified player handle and stores it in a given buffer.
* Currently unknown struct
Example:
std::vector<UINT64> GetPlayerNetworkHandle(Player player) {
const int size = 13;
uint64_t *buffer = std::make_unique<uint64_t[]>(size).get();
NETWORK::NETWORK_HANDLE_FROM_PLAYER(player, reinterpret_cast<int *>(buffer), 13);
for (int i = 0; i < size; i++) {
Log::Msg("networkhandle[%i]: %llx", i, buffer[i]);
}
std::vector<UINT64> result(buffer, buffer + sizeof(buffer));
return result;
}