# NETWORK::_NETWORK_SESSION_PLAYLIST_GO_TO_NEXT_CONTENT

- **Hash:** `0xBDE605F925B07127`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionPlaylistGoToNextContent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_PLAYLIST_GO_TO_NEXT_CONTENT

## Signature

```c
void _NETWORK_SESSION_PLAYLIST_GO_TO_NEXT_CONTENT();
```

## Returns

`void`

## Description

Only used in R* Script net_rolling_playlist

## Usage

### Lua

```lua
NetworkSessionPlaylistGoToNextContent()

-- always available, by hash
Citizen.InvokeNative(0xBDE605F925B07127)
```

### JavaScript

```js
NetworkSessionPlaylistGoToNextContent();

// by hash
Citizen.invokeNative('0xBDE605F925B07127');
```

### C#

```csharp
Function.Call((Hash)0xBDE605F925B07127);
```

- 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.*
