# NETWORK::_0x26A867C0B7A456D1

- **Hash:** `0x26A867C0B7A456D1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x26a867c0b7a456d1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x26A867C0B7A456D1

## Signature

```c
BOOL _0x26A867C0B7A456D1(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

_GET_LAUNCH_PARAM_(RESPOT?)*
Name is probably invalid since this native only reads data from parsed entity.

## Usage

### Lua

```lua
local retval = N_0x26a867c0b7a456d1(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x26A867C0B7A456D1, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x26a867c0b7a456d1(entity);

// by hash
const retval = Citizen.invokeNative('0x26A867C0B7A456D1', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x26A867C0B7A456D1, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x26a867c0b7a456d1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
