# NETWORK::_NETWORK_ALERT

- **Hash:** `0x1BAA028F52EED310`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAlert`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_ALERT

## Signature

```c
void _NETWORK_ALERT(Hash ctx, Hash lh, int ec, int h);
```

## Parameters

- `ctx` (`Hash`)
- `lh` (`Hash`)
- `ec` (`int`)
- `h` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAlert(ctx, lh, ec, h)

-- always available, by hash
Citizen.InvokeNative(0x1BAA028F52EED310, ctx, lh, ec, h)
```

### JavaScript

```js
NetworkAlert(ctx, lh, ec, h);

// by hash
Citizen.invokeNative('0x1BAA028F52EED310', ctx, lh, ec, h);
```

### C#

```csharp
Function.Call((Hash)0x1BAA028F52EED310, ctx, lh, ec, h);
```

- 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` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
