# NETWORK::NETWORK_GET_HIGHEST_RELIABLE_RESEND_COUNT

- **Hash:** `0x52C1EADAF7B10302`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetHighestReliableResendCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_HIGHEST_RELIABLE_RESEND_COUNT

## Signature

```c
int NETWORK_GET_HIGHEST_RELIABLE_RESEND_COUNT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Old name: _NETWORK_GET_OLDEST_RESEND_COUNT_FOR_PLAYER

## Usage

### Lua

```lua
local retval = NetworkGetHighestReliableResendCount(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52C1EADAF7B10302, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetHighestReliableResendCount(player);

// by hash
const retval = Citizen.invokeNative('0x52C1EADAF7B10302', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x52C1EADAF7B10302, player);
```

*Sources: alloc8or RDR3 NativeDB.*
