# NETWORK::_0x4538EE7C321590BC

- **Hash:** `0x4538EE7C321590BC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x4538ee7c321590bc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x4538EE7C321590BC

## Signature

```c
Entity _0x4538EE7C321590BC(int networkId);
```

## Parameters

- `networkId` (`int`)

## Returns

`Entity`

## Description

Returns the entity associated with the given network ID.

## Usage

### Lua

```lua
local retval = N_0x4538ee7c321590bc(networkId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4538EE7C321590BC, networkId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4538ee7c321590bc(networkId);

// by hash
const retval = Citizen.invokeNative('0x4538EE7C321590BC', networkId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4538EE7C321590BC, networkId);
```

- This native has no known name, so the runtime exposes it only as `N_0x4538ee7c321590bc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
