# TASK::_GET_TASK_MOVE_NETWORK_ID

- **Hash:** `0xCACC2F9D994504B7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskMoveNetworkId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_MOVE_NETWORK_ID

## Signature

```c
Hash _GET_TASK_MOVE_NETWORK_ID(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns hash of the underlying move network def, see move_networks.xml
https://alloc8or.re/rdr3/doc/misc/move_networks.txt

## Usage

### Lua

```lua
local retval = GetTaskMoveNetworkId(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCACC2F9D994504B7, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTaskMoveNetworkId(ped);

// by hash
const retval = Citizen.invokeNative('0xCACC2F9D994504B7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCACC2F9D994504B7, ped);
```

- 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.*
