# NETWORK::_NETWORK_SESSION_REQUEST_SESSION_ON_CALL

- **Hash:** `0x23D9C1F2E4098EDC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionOnCall`
- **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_REQUEST_SESSION_ON_CALL

## Signature

```c
BOOL _NETWORK_SESSION_REQUEST_SESSION_ON_CALL(int flags, int category, Any* p2, int userHash, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `category` (`int`)
- `p2` (`Any*`)
- `userHash` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

category:
enum eOnCallType
{
	NETWORK_SESSION_REQUEST_ON_CALL_TYPE_STORY = 2,
	NETWORK_SESSION_REQUEST_ON_CALL_TYPE_MATCH = 3
};

## Usage

### Lua

```lua
local retval, p2, sessionRequestId = NetworkSessionRequestSessionOnCall(flags, category, userHash)

-- always available, by hash
local retval, p2, sessionRequestId = Citizen.InvokeNative(0x23D9C1F2E4098EDC, flags, category, Citizen.PointerValueInt(), userHash, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2, sessionRequestId] = NetworkSessionRequestSessionOnCall(flags, category, userHash);

// by hash
const [retval, p2, sessionRequestId] = Citizen.invokeNative('0x23D9C1F2E4098EDC', flags, category, Citizen.pointerValueInt(), userHash, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x23D9C1F2E4098EDC, flags, category, p2, userHash, sessionRequestId);
// p2.GetResult<int>()
// sessionRequestId.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.*
