# NETWORK::NETWORK_GET_DESTROYER_OF_NETWORK_ID

- **Hash:** `0x7A1ADEEF01740A24`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetDestroyerOfNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_DESTROYER_OF_NETWORK_ID

## Signature

```c
int NETWORK_GET_DESTROYER_OF_NETWORK_ID(int netId, Hash* weaponHash);
```

## Parameters

- `netId` (`int`)
- `weaponHash` (`Hash*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, weaponHash = NetworkGetDestroyerOfNetworkId(netId, weaponHash)

-- always available, by hash
local retval, weaponHash = Citizen.InvokeNative(0x7A1ADEEF01740A24, netId, Citizen.PointerValueIntInitialized(weaponHash), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, weaponHash] = NetworkGetDestroyerOfNetworkId(netId, weaponHash);

// by hash
const [retval, weaponHash] = Citizen.invokeNative('0x7A1ADEEF01740A24', netId, Citizen.pointerValueIntInitialized(weaponHash), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var weaponHash = new OutputArgument();
int retval = Function.Call<int>((Hash)0x7A1ADEEF01740A24, netId, weaponHash);
// weaponHash.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.*
