# NETWORK::_NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME

- **Hash:** `0x65F040D91001ED4B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClearClockOverrideOvertime`
- **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_CLEAR_CLOCK_OVERRIDE_OVERTIME

## Signature

```c
void _NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME(int milliseconds);
```

## Parameters

- `milliseconds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkClearClockOverrideOvertime(milliseconds)

-- always available, by hash
Citizen.InvokeNative(0x65F040D91001ED4B, milliseconds)
```

### JavaScript

```js
NetworkClearClockOverrideOvertime(milliseconds);

// by hash
Citizen.invokeNative('0x65F040D91001ED4B', milliseconds);
```

### C#

```csharp
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.*
