# NETWORK::NETWORK_GET_NP_UNAVAILABLE_REASON

- **Hash:** `0x74FB3E29E6D10FA9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNpUnavailableReason`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NP_UNAVAILABLE_REASON

## Signature

```c
int NETWORK_GET_NP_UNAVAILABLE_REASON();
```

## Returns

`int`

## Description

Hardcoded to return zero.

==== PS4 specific info ====

Returns some sort of unavailable reason:
-1 = REASON_INVALID
 0 = REASON_OTHER
 1 = REASON_SYSTEM_UPDATE
 2 = REASON_GAME_UPDATE
 3 = REASON_SIGNED_OUT
 4 = REASON_AGE
 5 = REASON_CONNECTION

=================================

## Usage

### Lua

```lua
local retval = NetworkGetNpUnavailableReason()

-- always available, by hash
local retval = Citizen.InvokeNative(0x74FB3E29E6D10FA9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNpUnavailableReason();

// by hash
const retval = Citizen.invokeNative('0x74FB3E29E6D10FA9', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x74FB3E29E6D10FA9);
```

*Sources: alloc8or RDR3 NativeDB.*
