# NETWORK::_NETWORK_GET_GLOBAL_ENTITY_FLAGS

- **Hash:** `0xDD7806FD0543BC3D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGlobalEntityFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GLOBAL_ENTITY_FLAGS

## Signature

```c
int _NETWORK_GET_GLOBAL_ENTITY_FLAGS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetGlobalEntityFlags(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDD7806FD0543BC3D, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGlobalEntityFlags(entity);

// by hash
const retval = Citizen.invokeNative('0xDD7806FD0543BC3D', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDD7806FD0543BC3D, entity);
```

- 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.*
