# NETWORK::NETWORK_ACCESS_TUNABLE_INT

- **Hash:** `0x8BE1146DFD5D4468`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAccessTunableInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACCESS_TUNABLE_INT

## Signature

```c
BOOL NETWORK_ACCESS_TUNABLE_INT(Hash tunableContext, Hash tunableName, int* value);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)
- `value` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, value = NetworkAccessTunableInt(tunableContext, tunableName, value)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0x8BE1146DFD5D4468, tunableContext, tunableName, Citizen.PointerValueIntInitialized(value), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, value] = NetworkAccessTunableInt(tunableContext, tunableName, value);

// by hash
const [retval, value] = Citizen.invokeNative('0x8BE1146DFD5D4468', tunableContext, tunableName, Citizen.pointerValueIntInitialized(value), Citizen.returnResultAnyway());
```

### C#

```csharp
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8BE1146DFD5D4468, tunableContext, tunableName, value);
// value.GetResult<int>()
```

- 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` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*
