# NETWORK::_NETWORK_CLOCK_TIME_OVERRIDE

- **Hash:** `0x669E223E64B1903C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClockTimeOverride`
- **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_CLOCK_TIME_OVERRIDE

## Signature

```c
void _NETWORK_CLOCK_TIME_OVERRIDE(int hour, int minute, int second, int transitionTime, BOOL pauseClock);
```

## Parameters

- `hour` (`int`)
- `minute` (`int`)
- `second` (`int`)
- `transitionTime` (`int`)
- `pauseClock` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkClockTimeOverride(hour, minute, second, transitionTime, pauseClock)

-- always available, by hash
Citizen.InvokeNative(0x669E223E64B1903C, hour, minute, second, transitionTime, pauseClock)
```

### JavaScript

```js
NetworkClockTimeOverride(hour, minute, second, transitionTime, pauseClock);

// by hash
Citizen.invokeNative('0x669E223E64B1903C', hour, minute, second, transitionTime, pauseClock);
```

### C#

```csharp
Function.Call((Hash)0x669E223E64B1903C, hour, minute, second, transitionTime, pauseClock);
```

- 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.*
