# NETWORK::_NETWORK_SESSION_ARE_SESSION_IDS_EQUAL

- **Hash:** `0x4DEC5000F7B508F0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionAreSessionIdsEqual`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_ARE_SESSION_IDS_EQUAL

## Signature

```c
BOOL _NETWORK_SESSION_ARE_SESSION_IDS_EQUAL(Any* sessionId1, Any* sessionId2);
```

## Parameters

- `sessionId1` (`Any*`)
- `sessionId2` (`Any*`)

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval, sessionId1, sessionId2 = NetworkSessionAreSessionIdsEqual()

-- always available, by hash
local retval, sessionId1, sessionId2 = Citizen.InvokeNative(0x4DEC5000F7B508F0, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionId1, sessionId2] = NetworkSessionAreSessionIdsEqual();

// by hash
const [retval, sessionId1, sessionId2] = Citizen.invokeNative('0x4DEC5000F7B508F0', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionId1 = new OutputArgument();
var sessionId2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4DEC5000F7B508F0, sessionId1, sessionId2);
// sessionId1.GetResult<int>()
// sessionId2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
