# CFX::NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID

- **Hash:** `0x1E2E3177`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkDoesEntityExistWithNetworkId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID

## Signature

```c
BOOL NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`) — The network id to check

## Returns

`BOOL` — Returns `true` if both the network id exist, and the network id has a game object.

## Usage

### Lua

```lua
local retval = NetworkDoesEntityExistWithNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1e2e3177, netId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDoesEntityExistWithNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0x1e2e3177', netId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1e2e3177, netId);
```

*Sources: Cfx.re native reference.*
