# NETWORK::_SET_NETWORK_RESPOT_TIMER

- **Hash:** `0x442B4347B6EC36E8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetNetworkRespotTimer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_NETWORK_RESPOT_TIMER

## Signature

```c
void _SET_NETWORK_RESPOT_TIMER(Entity entity, int timer, BOOL p2);
```

## Parameters

- `entity` (`Entity`)
- `timer` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNetworkRespotTimer(entity, timer, p2)

-- always available, by hash
Citizen.InvokeNative(0x442B4347B6EC36E8, entity, timer, p2)
```

### JavaScript

```js
SetNetworkRespotTimer(entity, timer, p2);

// by hash
Citizen.invokeNative('0x442B4347B6EC36E8', entity, timer, p2);
```

### C#

```csharp
Function.Call((Hash)0x442B4347B6EC36E8, entity, timer, p2);
```

- 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.*
