# NETWORK::NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH

- **Hash:** `0xB2AD5D29A99D4B26`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTryAccessTunableBoolHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH

## Signature

```c
BOOL NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH(Hash tunableContext, Hash tunableName, BOOL defaultValue);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)
- `defaultValue` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkTryAccessTunableBoolHash(tunableContext, tunableName, defaultValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB2AD5D29A99D4B26, tunableContext, tunableName, defaultValue, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkTryAccessTunableBoolHash(tunableContext, tunableName, defaultValue);

// by hash
const retval = Citizen.invokeNative('0xB2AD5D29A99D4B26', tunableContext, tunableName, defaultValue, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB2AD5D29A99D4B26, tunableContext, tunableName, defaultValue);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
