# NETWORK::_0xF302AB9D978352EE

- **Hash:** `0xF302AB9D978352EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xf302ab9d978352ee`
- **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/0xF302AB9D978352EE

## Signature

```c
int _0xF302AB9D978352EE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

Returns the entity's network ID.

## Usage

### Lua

```lua
local retval = N_0xf302ab9d978352ee(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF302AB9D978352EE, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf302ab9d978352ee(entity);

// by hash
const retval = Citizen.invokeNative('0xF302AB9D978352EE', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF302AB9D978352EE, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xf302ab9d978352ee` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
