# NETWORK::NETWORK_SET_IN_MP_CUTSCENE

- **Hash:** `0x9CA5DE655269FEC4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetInMpCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_IN_MP_CUTSCENE

## Signature

```c
void NETWORK_SET_IN_MP_CUTSCENE(BOOL p0, BOOL p1, int p2, BOOL p3);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetInMpCutscene(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x9CA5DE655269FEC4, p0, p1, p2, p3)
```

### JavaScript

```js
NetworkSetInMpCutscene(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x9CA5DE655269FEC4', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x9CA5DE655269FEC4, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*
