# NETWORK::_NETWORK_SPAWN_CONFIG_ADD_PROPERTY_SCRIPTED

- **Hash:** `0x44D59EC597BBF348`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigAddPropertyScripted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_ADD_PROPERTY_SCRIPTED

## Signature

```c
void _NETWORK_SPAWN_CONFIG_ADD_PROPERTY_SCRIPTED(int configProperty, BOOL include);
```

## Parameters

- `configProperty` (`int`)
- `include` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigAddPropertyScripted(configProperty, include)

-- always available, by hash
Citizen.InvokeNative(0x44D59EC597BBF348, configProperty, include)
```

### JavaScript

```js
NetworkSpawnConfigAddPropertyScripted(configProperty, include);

// by hash
Citizen.invokeNative('0x44D59EC597BBF348', configProperty, include);
```

### C#

```csharp
Function.Call((Hash)0x44D59EC597BBF348, configProperty, include);
```

- 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.*
