# NETWORK::_NETWORK_SPAWN_CONFIG_SET_LEVEL_WATER_DEPTH

- **Hash:** `0xBDCC671B911040F9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSetLevelWaterDepth`
- **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_SET_LEVEL_WATER_DEPTH

## Signature

```c
void _NETWORK_SPAWN_CONFIG_SET_LEVEL_WATER_DEPTH(int waterDepthLevel);
```

## Parameters

- `waterDepthLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigSetLevelWaterDepth(waterDepthLevel)

-- always available, by hash
Citizen.InvokeNative(0xBDCC671B911040F9, waterDepthLevel)
```

### JavaScript

```js
NetworkSpawnConfigSetLevelWaterDepth(waterDepthLevel);

// by hash
Citizen.invokeNative('0xBDCC671B911040F9', waterDepthLevel);
```

### C#

```csharp
Function.Call((Hash)0xBDCC671B911040F9, waterDepthLevel);
```

- 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.*
