# SCRIPT::_GET_HASH_OF_THREAD

- **Hash:** `0x724CB89D35B283D0`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetHashOfThread`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_GET_HASH_OF_THREAD

## Signature

```c
Hash _GET_HASH_OF_THREAD(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetHashOfThread(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x724CB89D35B283D0, threadId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHashOfThread(threadId);

// by hash
const retval = Citizen.invokeNative('0x724CB89D35B283D0', threadId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x724CB89D35B283D0, threadId);
```

- 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.*
