# NETWORK::NETWORK_ACCESS_TUNABLE_BOOL

- **Hash:** `0xAA6A47A573ABB75A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAccessTunableBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACCESS_TUNABLE_BOOL

## Signature

```c
BOOL NETWORK_ACCESS_TUNABLE_BOOL(Hash tunableContext, Hash tunableName);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAccessTunableBool(tunableContext, tunableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA6A47A573ABB75A, tunableContext, tunableName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAccessTunableBool(tunableContext, tunableName);

// by hash
const retval = Citizen.invokeNative('0xAA6A47A573ABB75A', tunableContext, tunableName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA6A47A573ABB75A, tunableContext, tunableName);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
