# NETWORK::NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK

- **Hash:** `0x6D03BFBD643B2A02`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGlobalMultiplayerClock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK

## Signature

```c
void NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK(int* hours, int* minutes, int* seconds);
```

## Parameters

- `hours` (`int*`)
- `minutes` (`int*`)
- `seconds` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local hours, minutes, seconds = NetworkGetGlobalMultiplayerClock()

-- always available, by hash
local hours, minutes, seconds = Citizen.InvokeNative(0x6D03BFBD643B2A02, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [hours, minutes, seconds] = NetworkGetGlobalMultiplayerClock();

// by hash
const [hours, minutes, seconds] = Citizen.invokeNative('0x6D03BFBD643B2A02', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var hours = new OutputArgument();
var minutes = new OutputArgument();
var seconds = new OutputArgument();
Function.Call((Hash)0x6D03BFBD643B2A02, hours, minutes, seconds);
// hours.GetResult<int>()
// minutes.GetResult<int>()
// seconds.GetResult<int>()
```

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

*Sources: alloc8or RDR3 NativeDB.*
