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7<title>IsJoinable</title>
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10<h1><CODE><a href="../nnfriendsFriendPresence/Overview.html">nnfriendsFriendPresence</a>::IsJoinable</CODE> Member Function</h1>
11<h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14bool IsJoinable(
15<a href="../nn_types/bit64.html">bit64</a> joinGameModeMask
16) const;
17</pre>
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19<h2>Arguments</h2>
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25<th>Name</th>
26<td>Description</td>
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30<td>in</td>
31<th><SPAN class="argument">joinGameModeMask</SPAN></th>
32<td>Specifies the bitmask for the game modes that the local system can join. The least significant bit indicates mode 0, and the most significant bit indicates mode 63.</td>
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35<h2>Return Values</h2>
36<div class="section">Returns <CODE>true</CODE> if the local system can participate in the communication partner's matchmaking group, and <CODE>false</CODE> otherwise.<br /><br />The function always returns <CODE>false</CODE> if the library is uninitialized even though the participation is allowed. </div>
37<h2>Description</h2>
38    <div class="section">
39<p>Checks if the local system is allowed to join a matchmaking group that a communication partner system is participating in.</p><p>When attempting to join a matchmaking group that a friend is participating in, first call this function to find out if a partner allows you to join that group.<br /><br />This function only returns <CODE>true</CODE>(allowed) when the partner's join-in game ID is the same as the local system's.<br /><br />The results of this function are no guarantee that the local system can successfully join. The application must also handle the results of actually attempting to join.</p></div>
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