# NETWORK::_GET_SOCIAL_MATCHMAKING_ALLOWED

- **Hash:** `0xD0541EF28E9C4783`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetSocialMatchmakingAllowed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_SOCIAL_MATCHMAKING_ALLOWED

## Signature

```c
BOOL _GET_SOCIAL_MATCHMAKING_ALLOWED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetSocialMatchmakingAllowed()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0541EF28E9C4783, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetSocialMatchmakingAllowed();

// by hash
const retval = Citizen.invokeNative('0xD0541EF28E9C4783', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD0541EF28E9C4783);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::_SET_SOCIAL_MATCHMAKING_ALLOWED](https://natives.borderlinerp.com/natives/NETWORK/_SET_SOCIAL_MATCHMAKING_ALLOWED.md)

*Sources: alloc8or RDR3 NativeDB.*
