# NETWORK::NETWORK_TRY_ACCESS_TUNABLE_INT_HASH

- **Hash:** `0xA25E006B36719774`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTryAccessTunableIntHash`
- **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_INT_HASH

## Signature

```c
int NETWORK_TRY_ACCESS_TUNABLE_INT_HASH(Hash tunableContext, Hash tunableName, int defaultValue);
```

## Parameters

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

## Returns

`int`

## Usage

### Lua

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

-- always available, by hash
local retval = Citizen.InvokeNative(0xA25E006B36719774, tunableContext, tunableName, defaultValue, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA25E006B36719774', tunableContext, tunableName, defaultValue, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA25E006B36719774, 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.*
