# NETWORK::NETWORK_GET_GLOBAL_CLOCK

- **Hash:** `0x11A7ADCD629E170F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGlobalClock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_GLOBAL_CLOCK

## Signature

```c
BOOL NETWORK_GET_GLOBAL_CLOCK(int* hour, int* minute, int* second);
```

## Parameters

- `hour` (`int*`)
- `minute` (`int*`)
- `second` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, hour, minute, second = NetworkGetGlobalClock()

-- always available, by hash
local retval, hour, minute, second = Citizen.InvokeNative(0x11A7ADCD629E170F, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, hour, minute, second] = NetworkGetGlobalClock();

// by hash
const [retval, hour, minute, second] = Citizen.invokeNative('0x11A7ADCD629E170F', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var hour = new OutputArgument();
var minute = new OutputArgument();
var second = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11A7ADCD629E170F, hour, minute, second);
// hour.GetResult<int>()
// minute.GetResult<int>()
// second.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
