RedM Natives

_NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME

Hash0x65F040D91001ED4B
Runtime nameNetworkClearClockOverrideOvertime
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME(int milliseconds);

Parameters

NameTypeDescription
millisecondsint—

Returns void

Usage

Lua
NetworkClearClockOverrideOvertime(milliseconds)

-- always works, by hash
Citizen.InvokeNative(0x65F040D91001ED4B, milliseconds)
JavaScript and C#
JavaScript
NetworkClearClockOverrideOvertime(milliseconds);

// by hash
Citizen.invokeNative('0x65F040D91001ED4B', milliseconds);
C#
Function.Call((Hash)0x65F040D91001ED4B, milliseconds);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.