# NETWORK::NETWORK_CAN_ACCESS_MULTIPLAYER

- **Hash:** `0xAF50DA1A3F8B1BA4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanAccessMultiplayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CAN_ACCESS_MULTIPLAYER

## Signature

```c
BOOL NETWORK_CAN_ACCESS_MULTIPLAYER(int* loadingState);
```

## Parameters

- `loadingState` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, loadingState = NetworkCanAccessMultiplayer(loadingState)

-- always available, by hash
local retval, loadingState = Citizen.InvokeNative(0xAF50DA1A3F8B1BA4, Citizen.PointerValueIntInitialized(loadingState), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, loadingState] = NetworkCanAccessMultiplayer(loadingState);

// by hash
const [retval, loadingState] = Citizen.invokeNative('0xAF50DA1A3F8B1BA4', Citizen.pointerValueIntInitialized(loadingState), Citizen.returnResultAnyway());
```

### C#

```csharp
var loadingState = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAF50DA1A3F8B1BA4, loadingState);
// loadingState.GetResult<int>()
```

- 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.*
