# NETWORK::_NETWORK_AUTO_SESSION_SET_ALLOWED_TO_MERGE

- **Hash:** `0x63246A24F5747510`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionSetAllowedToMerge`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_SET_ALLOWED_TO_MERGE

## Signature

```c
void _NETWORK_AUTO_SESSION_SET_ALLOWED_TO_MERGE(BOOL toggle, Any* p1, int p2);
```

## Parameters

- `toggle` (`BOOL`)
- `p1` (`Any*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = NetworkAutoSessionSetAllowedToMerge(toggle, p2)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x63246A24F5747510, toggle, Citizen.PointerValueInt(), p2)
```

### JavaScript

```js
const p1 = NetworkAutoSessionSetAllowedToMerge(toggle, p2);

// by hash
const p1 = Citizen.invokeNative('0x63246A24F5747510', toggle, Citizen.pointerValueInt(), p2);
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x63246A24F5747510, toggle, p1, p2);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
