# NETWORK::_NETWORK_SESSION_ADD_SESSION_FLAGS

- **Hash:** `0xE546BDA1B3E288EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionAddSessionFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_ADD_SESSION_FLAGS

## Signature

```c
BOOL _NETWORK_SESSION_ADD_SESSION_FLAGS(int flags);
```

## Parameters

- `flags` (`int`)

## Returns

`BOOL`

## Description

enum eSessionFlags
{
	SESSION_FLAG_NONE = 0,
	SF_INSTANCE = (1 << 0),
	SF_MATCH = (1 << 1),
	SF_PRIVATE = (1 << 2),
	SF_BLOCK_INVITES = (1 << 3),
	SF_BLOCK_JOIN_VIA_PRESENCE = (1 << 4),
	SF_BLOCK_NON_HOST_INVITES = (1 << 5),
	SF_BLOCK_IN_PROGRESS_MATCHMAKING_BACKFILL = (1 << 6),
	SF_BLOCK_IN_GAMEPLAY_MATCHMAKING_BACKFILL = (1 << 7),
	SF_BLOCK_INVITES_TEMPORARY = (1 << 8),
	SF_IN_GAMEPLAY = (1 << 9),
	SF_COMPETITIVE = (1 << 10),
	SF_MATCHMAKING_BACKFILL_IS_BLOCKED = (1 << 11)
};

## Usage

### Lua

```lua
local retval = NetworkSessionAddSessionFlags(flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE546BDA1B3E288EE, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionAddSessionFlags(flags);

// by hash
const retval = Citizen.invokeNative('0xE546BDA1B3E288EE', flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE546BDA1B3E288EE, flags);
```

- 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.*
