# NETWORK::NETWORK_TRY_ACCESS_TUNABLE_FLOAT_HASH

- **Hash:** `0xA18393089C05E49C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTryAccessTunableFloatHash`
- **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_FLOAT_HASH

## Signature

```c
float NETWORK_TRY_ACCESS_TUNABLE_FLOAT_HASH(Hash tunableContext, Hash tunableName, float defaultValue);
```

## Parameters

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

## Returns

`float`

## Usage

### Lua

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

-- always available, by hash
local retval = Citizen.InvokeNative(0xA18393089C05E49C, tunableContext, tunableName, defaultValue, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA18393089C05E49C', tunableContext, tunableName, defaultValue + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA18393089C05E49C, 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` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
