# NETWORK::NETWORK_GET_MAX_NUM_PARTICIPANTS

- **Hash:** `0xA6C90FBC38E395EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetMaxNumParticipants`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_MAX_NUM_PARTICIPANTS

## Signature

```c
int NETWORK_GET_MAX_NUM_PARTICIPANTS();
```

## Returns

`int`

## Description

Seems to always return 0, but it's used in quite a few loops.

for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++)
    {
        if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0)
        {
            var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));

## Usage

### Lua

```lua
local retval = NetworkGetMaxNumParticipants()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6C90FBC38E395EE, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetMaxNumParticipants();

// by hash
const retval = Citizen.invokeNative('0xA6C90FBC38E395EE', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6C90FBC38E395EE);
```

*Sources: alloc8or RDR3 NativeDB.*
