# CLOCK::GET_MILLISECONDS_PER_GAME_MINUTE

- **Hash:** `0xE4CB8D126501EC52`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetMillisecondsPerGameMinute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_MILLISECONDS_PER_GAME_MINUTE

## Signature

```c
int GET_MILLISECONDS_PER_GAME_MINUTE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetMillisecondsPerGameMinute()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4CB8D126501EC52, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMillisecondsPerGameMinute();

// by hash
const retval = Citizen.invokeNative('0xE4CB8D126501EC52', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE4CB8D126501EC52);
```

## See also

- [CLOCK::_SET_MILLISECONDS_PER_GAME_MINUTE](https://natives.borderlinerp.com/natives/CLOCK/_SET_MILLISECONDS_PER_GAME_MINUTE.md)

*Sources: alloc8or RDR3 NativeDB.*
