# NETWORK::_0x6CEE2E30021DAEC6

- **Hash:** `0x6CEE2E30021DAEC6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x6cee2e30021daec6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x6CEE2E30021DAEC6

## Signature

```c
void _0x6CEE2E30021DAEC6();
```

## Returns

`void`

## Description

_NETWORK_SPAWN_CONFIG_*

## Usage

### Lua

```lua
N_0x6cee2e30021daec6()

-- always available, by hash
Citizen.InvokeNative(0x6CEE2E30021DAEC6)
```

### JavaScript

```js
N_0x6cee2e30021daec6();

// by hash
Citizen.invokeNative('0x6CEE2E30021DAEC6');
```

### C#

```csharp
Function.Call((Hash)0x6CEE2E30021DAEC6);
```

- This native has no known name, so the runtime exposes it only as `N_0x6cee2e30021daec6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
